[{"monster_id":1,"monster_name":"Aboleth","alternate_names":null,"no_enc":"1 (1d4)","align":"LE","size":"L","mv":"10 (swim 60)","dx":11,"ac":4,"hd":"8","atk_rate":"4/1 (lash ×4)","damage":"1d6 (×4)","sv":13,"morale":10,"xp":1880,"treasure":"F","undead_type":null,"description":"<p>Aboleths are massive alien beasts, up to 10 feet tall and 7–8 feet thick, their scaly, blue-green bodies coated with mucous slime. They have thick, fluked tails of 12-foot length and four anterior, sucker-bearing tentacles, each about 10 feet long, which they use to drag their bulk when on land. Centred amongst the tentacles is a circular mouth lined with three rows of triangular teeth. Three violet eyes, narrow slits in succession, are set atop a bulky head.</p><p>This ancient race of intelligent amphibious monsters inhabits subterranean lakes and caverns. Aboleths hate other sentient life, slaying or enslaving humans and humanoids. Hoarders of otherworldly knowledge, aboleths are enemies of <b>elder things</b>, the <b>Great Race</b>, and <b>mi-go</b>, but are known to ally with <b>fish-men</b>, fellow advocates of Kthulhu. Indeed, aboleths are said to receive dreaming Kthulhu’s edicts when they take their yearlong slumber. Typically, few aboleths are encountered, but Atlantean sages speak of large colonies dwelling in subaqueous cities of alien architecture.</p>","special":"<ul><li><b>Illusion</b>: At will, to a range of 240 feet, effect a vivid illusion of sight, sound, and smell (see <i>advanced spectral phantasm</i> spell); must maintain concentration for the illusion to persist.</li><li><b>Mind Control</b>: Thrice per day, impose <i>mind control</i> ability on all within 30 feet. Targets must roll a <i>sorcery</i> saving throw, modified by <i>willpower adjustment</i>, if applicable. Those who fail will serve and obey the aboleth. The enslaved will not bring harm to friends or former associates, but they will abide other telepathic commands if aboleth is within one mile. <i>Dispel magic</i> or <i>remove curse</i> terminates enchantment.</li><li><b>Mucous Cloud</b>: In water, release a mucous cloud three feet around its bulk. A victim pulled into the cloud must make a <i>transformation</i> save or thenceforth be unable to breathe air. If removed from water, a <i>test of constitution</i> must be made every round. The first time the test is failed, the victim begins to asphyxiate for 1d4 damage per round. Aboleths use this cloud to grant their slaves the ability to breathe water, albeit in smaller doses so as to effect amphibious humanoid slaves.</li><li><b>Slime</b>: If tentacle hits, victim must make <i>transformation</i> save or skin mutates into slimy membrane in 1d4+1 minutes unless <i>cure disease</i> is cast. Once metamorphosis is complete, victim must remain immersed or their skin dries out, causing 2d6 hp damage per turn. <i>Heal</i> can end this affliction.</li></ul>"},{"monster_id":2,"monster_name":"Abominable Snow-Man","alternate_names":"Yeti","no_enc":"1d6 (6d6)","align":"CE","size":"M","mv":"50","dx":10,"ac":4,"hd":"4+4","atk_rate":"2/1 (claw/claw) or 1/1 (weapon)","damage":"1d6+1/1d6+1 (or per weapon +1)","sv":15,"morale":9,"xp":175,"treasure":"D","undead_type":null,"description":"<p>These despicable, flesh-eating humanoids inhabit the coldest, least hospitable regions. They stand eight feet tall, weigh 350–400 pounds, and are covered in shaggy, grey-white fur. From the centre of this humanoid’s head protrudes a single horn. Its hands are enormous taloned paws suitable for rending flesh and bone. The pelt of an abominable snow-man is considered a hunter’s prize.</p><p>Abominable snow-men speak their own primitive tongue, can craft simple stone tools, and are known to tame <b>leaper camels</b>, much like their feared nemeses, the <b>men of Leng</b>. As no females of the species exist, abominable snow-men must take human women as their mates. This tragic, unspeakable union always results in the birth of an abominable snow-man infant and the death of the mother.</p><p>In the wild, small groups of abominable snow-men are encountered. In their mountain cave lairs, larger tribes abide together, finding strength in unity and raiding human settlements for mates. For every 8 abominable snow-men there is <b>1 abominable snow-man alpha</b>, a 500-pound brute.</p>","special":"<ul><li>Bear Hug: If both claw attacks hit, squeeze victim for extra 2d6 hp damage.</li><li>Resistance: +2 bonus to saves versus cold-related attacks.</li><li>Surprize: In snowy terrain, surprize chance increased by 2-in-6.</li><li>Vulnerability: Suffer +2 hp per die of fire damage.</li></ul>"},{"monster_id":3,"monster_name":"Abominable Snow-Man Alpha","alternate_names":"Yeti","no_enc":"1:8","align":"CE","size":"M","mv":"40","dx":8,"ac":3,"hd":"6+4","atk_rate":"2/1 (claw/claw) or 3/2 (weapon)","damage":"1d8+2/1d8+2 (or per weapon +2)","sv":14,"morale":10,"xp":510,"treasure":"F","undead_type":null,"description":"<p>These despicable, flesh-eating humanoids inhabit the coldest, least hospitable regions. They stand eight feet tall, weigh 350–400 pounds, and are covered in shaggy, grey-white fur. From the centre of this humanoid’s head protrudes a single horn. Its hands are enormous taloned paws suitable for rending flesh and bone. The pelt of an abominable snow-man is considered a hunter’s prize.</p><p>Abominable snow-men speak their own primitive tongue, can craft simple stone tools, and are known to tame <b>leaper camels</b>, much like their feared nemeses, the <b>men of Leng</b>. As no females of the species exist, abominable snow-men must take human women as their mates. This tragic, unspeakable union always results in the birth of an abominable snow-man infant and the death of the mother.</p><p>In the wild, small groups of abominable snow-men are encountered. In their mountain cave lairs, larger tribes abide together, finding strength in unity and raiding human settlements for mates. For every 8 abominable snow-men there is <b>1 abominable snow-man alpha</b>, a 500-pound brute.</p>","special":"<ul><li>Bear Hug: If both claw attacks hit, squeeze victim for extra 2d6 hp damage.</li><li>Resistance: +2 bonus to saves versus cold-related attacks.</li><li>Surprize: In snowy terrain, surprize chance increased by 2-in-6.</li><li>Vulnerability: Suffer +2 hp per die of fire damage.</li></ul>"}]