{
	"monsterFluff": [
		{
			"name": "Augrek Brighthelm",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Sheriff's deputy Augrek guards the southwest gate of Bryn Shander and welcomes visitors to town. She has a good heart.",
										"Ideal:\"You'll get farther in life with a kind word than an axe.\"",
										"Bond:\"Bryn Shander is my home. It's my job to protect her.\"",
										"Flaw:\"I'm head over heels in love with Sheriff Southwell. One day I hope to marry him.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Augrek Brighthelm.jpg"
					}
				}
			]
		},
		{
			"name": "Beldora",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Beldora is a member of the Harpers who survives using her wits and wiles. She looks like a homeless waif, but she's a survivor who shies away from material wealth.",
										"Ideal:\"We should all strive to help one another.\"",
										"Bond:\"I'll risk my life to protect the powerless.\"",
										"Flaw:\"I like lying to people. Makes life more interesting, no?\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Beldora.jpg"
					}
				}
			]
		},
		{
			"name": "Chief Guh",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Hill giants are selfish, dimwitted brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can,bullying smaller creatures into feeding them. Their laziness and dullness would long ago have spelled their end if not for their formidable size and strength.",
										{
											"name": "Primitive",
											"type": "entries",
											"entries": [
												"Hill giants dwell in hills and mountain valleys across the world, congregating in steadings built of rough timber or in clusters of well-defended mud.and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the sun. Their weapons are uprooted trees and rocks pulled from the earth. The sweat of their bodies adds to the reek of the crude animal skins they wear, poorly stitched together with hair and leather thongs."
											]
										},
										{
											"name": "Bigger Means Better",
											"type": "entries",
											"entries": [
												"In a hill giant's world, humanoids and animals are easy prey that can be hunted with impunity. Creatures such as dragons and other giants are tough adversaries. Hill giants equate size with power.",
												"Hill giants don't realize they follow an ordning. They know only that other giants are larger and stronger than they are, which means they are to be obeyed. A hill giant tribe's chief is usually the tallest and fattest giant that can still move about. Only on rare occasion does a hill giant with more brains than bulk use its cunning to gain the favor of giants of higher status, cleverly subverting the social order."
											]
										},
										{
											"name": "Voracious Eaters",
											"type": "entries",
											"entries": [
												"With nothing else to occupy them, hill giants eat as often as possible. A hill giant hunts and forages alone or with a dire wolf companion, so as to not have to share with other tribe members. The giant eats anything that isn't obviously deadly, such as creatures known to be poisonous. Rotten meat is fair game, though, as are decaying plants and even mud.",
												"Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too."
											]
										},
										{
											"name": "Stupid and Deadly",
											"type": "entries",
											"entries": [
												"The hill giants' ability to digest nearly anything has allowed them to survive for eons as savages, eating and breeding in the hills like animals.They have never needed to adapt and change, so their minds and emotions remain simple and undeveloped.",
												"With no culture of their own, hill giants ape the traditions of creatures they manage to observe for a time before eating them. They don't think about their own size and strength, however. Tribes of hill giants attempting to imitate elves have been known to topple entire forests by trying to live in trees. Others attempting to take over humanoid towns or villages get only as far as the doors and windows of a building, taking out its walls and roof as they attempt to enter.",
												"In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of villagers cover themselves in blankets and stand on one another's shoulders holding a giant-painted pumpkinhead. Reasoning with a hill giant is futile, although clever creatures can sometimes encourage a giant to",
												"take actions that benefit them."
											]
										},
										{
											"name": "Raging Bullies",
											"type": "entries",
											"entries": [
												"A hill giant that feels as though it has been deceived, insulted, or made into a fool vents its terrible wrath on anything it encounters. Even after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry.",
												"If a hill giant proclaims itself king over a territory where other humanoids live, it rules strictly by terror and tyranny. Its decisions shift with its mood, and if it forgets the title it bestowed upon itself, it might eat its subjects on a whim."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Chief Guh.jpg"
					}
				}
			]
		},
		{
			"name": "Countess Sansuri",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.",
										{
											"name": "High and Mighty",
											"type": "entries",
											"entries": [
												"Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.",
												"Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.",
												"Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants."
											]
										},
										{
											"name": "Affluent Princes",
											"type": "entries",
											"entries": [
												"Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.",
												"They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm.",
												"As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions."
											]
										},
										{
											"name": "Children of the Trickster",
											"type": "entries",
											"entries": [
												"The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction."
											]
										},
										{
											"name": "Wealth and Power",
											"type": "entries",
											"entries": [
												"A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.",
												"However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.",
												"Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Countess Sansuri.jpg"
					}
				}
			]
		},
		{
			"name": "Crag Cat",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"The creature referred to in Northlander lore as the Hunter of Men is a sure-footed predator that can be found anywhere except deep forest, preferring ledges and cliffs in the mountains. Its cry resembles a human scream of terror. It often elicits such sounds from its victims, for it prefers human flesh to all other prey.",
								"Crag cats blend in with natural surroundings. During the winter, their fur turns white to blend in with the snow. At other times of the year, their fur is gray, enabling them to hide among the rocks more easily.",
								"The crag cat knows its territory and often attacks when its prey is asleep, exhausted, or otherwise weakened. Although crag cats are typically solitary, they can be found in family groups of two parents and {@dice 1d4} Small noncombatant cubs in the spring, or in hungry packs in severe winter weather."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Crag Cat.jpg"
					}
				}
			]
		},
		{
			"name": "Darathra Shendrel",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As the Lord Protector of Triboar and a secret agent of the Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.",
										"Ideal:\"Good people should be given every chance to prosper, free of tyranny.\"",
										"Bond:\"I'll lay down my life to protect Triboar and its citizens.\"",
										"Flaw:\"I refuse to back down. Push me, and I'll push back.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Darathra Shendrel.jpg"
					}
				}
			]
		},
		{
			"name": "Darz Helgar",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"In his youth, Darz was a member of the Xanathar Thieves' Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.",
										"Ideal:\"You can run from your past, but you can't hide from it.\"",
										"Bond:\"I've made a new life in Triboar. I'm not gonna run away this time.\"",
										"Flaw:\"I have no regrets. I do whatever it takes to survive.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Darz Helgar.jpg"
					}
				}
			]
		},
		{
			"name": "Duke Zalto",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Master crafters and organized warriors, fire giants dwell among volcanoes, lava floes, and rocky mountains. They are ruthless militaristic brutes whose mastery of metalwork is legendary.",
										{
											"name": "Fire Forged",
											"type": "entries",
											"entries": [
												"Fire giant fortresses are built around and inside volcanoes or near magma-filled caverns. The blistering heat of their homes fuels the fire giants' forges, and causes the iron of their fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants' stony fortresses constantly belch plumes of sooty smoke. In more remote outposts, fire giants burn wood to keep their forge fires lit, deforesting leagues of land in all directions.",
												"Fire giants shun cold as much as their cousins the frost giants hate heat. They can adapt to cold environments with effort, though, keeping their hearth fires burning bright and wearing heavy woolen clothing and furs to stay warm."
											]
										},
										{
											"name": "Martial Experts",
											"type": "entries",
											"entries": [
												"From birth, a fire giant is taught to embrace a legacy of war. At the cradle, its parents chant songs of battle. As children, fire giants play at war, hurling igneous rocks at one another across the banks of magma rivers. In later years, formal martial training becomes an integral part of life in the giants' fortresses and underground realms of smoke and ash.",
												"The fire giants' songs are odes of battles lost and won, while their dances are martial formations of pounding feet that resound like smiths' hammers throughout theirsmoky halls.",
												"Just as fire giants pass down their knowledge of crafting from generation to generation, their renowned fighting prowess comes not from wild fury but from endless discipline and training. Enemies make the mistake of underestimating fire giants based on their brutish manner, learning too late that these giants live for combat and can be shrewd tacticians."
											]
										},
										{
											"name": "Feudal Lords",
											"type": "entries",
											"entries": [
												"Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising livestock and harvesting fields whose bounty is almost entirely tithed to the fire giant kings.",
												"Fire giant crafters work through insight and experience rather than writing or arithmetic. Though most fire giants place little worth on such frivolousness, they sometimes keep slaves at court who are versed in such skills. Serfs not destined for court or the fields (especially dwarves) are taken to the fire giants' mountainous realms to mine ore and gemstones from deep within the earth.",
												"Fire giants low in the ordning manage the mine tunnels and the slaves that toil there, few of which survive the difficult and dangerous work for long. Though fire giants are skilled in the engineering of mine tunnels and the gathering of ore, they place less importance on the safety of their slaves than on smelting and working the bounty those slaves produce."
											]
										},
										{
											"name": "Skilled Artisans",
											"type": "entries",
											"entries": [
												"Fire giants have a fearsome reputation as soldiers and conquerors, and for their ability to burn, plunder, and destroy. Yet among the giants, fire giants produce the greatest crafters and artists. They excel at smelting and smith work, as they do at the engineering of metal and stone, and the quality of their artistry shows even in their implements of destruction and their weapons of war.",
												"Fire giants strive to build the strongest fortresses and most potent siege weapons. They experiment with alloys to create the hardest armor, then forge the swords that can pierce it. Such work requires brawn and brains in equal measure, and fire giants high in the ordning tend to be the smartest and strongest of their kind."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Duke Zalto.jpg"
					}
				}
			]
		},
		{
			"name": "Duvessa Shane",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The daughter of a Waterdhavian trader and a tavern server, Duvessa has her mother's talent for negotiation and her father's charm. As the first woman to serve as Town Speaker of Bryn Shander, and a young one at that, she has much to prove.",
										"Ideal:\"The people of Icewind Dale are survivors. They can weather any storm.\"",
										"Bond:\"My mother taught me what it means to be a good leader. I won't disappoint her.\"",
										"Flaw:\"I don't give an inch in any argument or conflict.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Duvessa Shane.jpg"
					}
				}
			]
		},
		{
			"name": "Ghelryn Foehammer",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The blacksmith Ghelryn has a good heart, but he hates orcs and giants-hates them with a fiery passion. He considers it the solemn duty of all dwarves to cave in their skulls!",
										"Ideal:\"It is incumbent upon every dwarf to forge a legacy.\"",
										"Bond:\"I stand for Clan Foehammer and all dwarvenkind.\"",
										"Flaw:\"I never run from a fight, especially if it involves killing orcs or giants.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Ghelryn Foehammer.jpg"
					}
				}
			]
		},
		{
			"name": "Harshnag",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.",
										{
											"name": "Hearts of Ice",
											"type": "entries",
											"entries": [
												"Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.",
												"Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate."
											]
										},
										{
											"name": "Reavers of the Storm",
											"type": "entries",
											"entries": [
												"The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.",
												"Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.",
												{
													"name": "Rulers by Might",
													"entries": [
														"Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.",
														"When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides."
													],
													"type": "entries"
												},
												{
													"name": "Make War, Not Goods",
													"entries": [
														"Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws."
													],
													"type": "entries"
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Hulking Crab",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Much bigger than a giant crab, a hulking crab has a body 15 to 20 feet in diameter. Its shell is often covered with coral, anemones, ship wreckage, or some other sort of detritus salvaged from the ocean floor."
							]
						}
					]
				}
			]
		},
		{
			"name": "Iymrith",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Vain and territorial, blue dragons soar through the skies over deserts, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert's reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard their territories against all potential competitors, especially brass dragons.",
										"A blue dragon is recognized by its dramatic frilled ears and the massive ridged horn atop its blunt head. Rows of spikes extend back from its nostrils to line its brow, and cluster on its jutting lower jaw.",
										"A blue dragon's scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the desert sands. As the dragon ages, its scales become thicker and harder, and its hide hums and crackles with static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and dusty air.",
										{
											"name": "Vain and Deadly",
											"type": "entries",
											"entries": [
												"A blue dragon will not stand for any remark or insinuation that it is weak or inferior, taking great pleasure in lording its power over humanoids and other lesser creatures.",
												"A blue dragon is a patient and methodical combatant. When fighting on its own terms, it turns combat into an extended affair of hours or even days, attacking from a distance with volleys of lightning, then flying well out of harm's reach as it waits to attack again."
											]
										},
										{
											"name": "Desert Predators",
											"type": "entries",
											"entries": [
												"Though they sometimes eat cacti and other desert plants to sate their great hunger, blue dragons are carnivores. They prefer to dine on herd animals, cooking those creatures with their lightning breath before gorging themselves. Their dining habits make blue dragons an enormous threat to desert caravans and nomadic tribes, which become convenient collections of food and treasure to a dragon's eye.",
												"When it hunts, a blue dragon buries itself in the desert sand so that only the horn on its nose pokes above the surface, appearing to be an outcropping of stone. When prey draws near, the dragon rises up, sand pouring from its wings like an avalanche as it attacks."
											]
										},
										{
											"name": "Overlords and Minions",
											"type": "entries",
											"entries": [
												"Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins can become valuable agents for a blue dragon, which rewards loyal service handsomely.",
												"A blue dragon keeps its lair secret and well protected, and even its most trusted servants are rarely allowed within. It encourages ankhegs, giant scorpions, and other creatures of the desert to dwell near its lair for additional security. Older blue dragons sometimes attract air elementals and other creatures to serve them."
											]
										},
										{
											"name": "Hoarders of Gems",
											"type": "entries",
											"entries": [
												"Though blue dragons collect anything that looks valuable, they are especially fond of gems. Considering blue to be the most noble and beautiful of colors, they covet sapphires, favoring jewelery and magic items adorned with those gems.",
												"A blue dragon buries its most valuable treasures deep in the sand, while scattering a few less valuable trinkets in plainer sight over hidden sinkholes to punish and eliminate would-be thieves."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "A Blue Dragon's Lair",
									"entries": [
										"Blue dragons make their lairs in barren places, using their lightning breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the sands.",
										"Thunderstorms rage around a legendary blue dragon's lair, and narrow tubes lined with glassy sand ventilate the lair, all the while avoiding the deadly sinkholes that",
										"are the dragon's first line of defense.",
										"A blue dragon will collapse the caverns that make up its lair if that lair is invaded. The dragon then burrows",
										"out, leaving its attackers to be crushed and suffocated.",
										"When it returns later, it collects its possessions-along with the wealth of the dead intruders."
									]
								},
								{
									"type": "entries",
									"name": "Dragons",
									"entries": [
										"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.",
										"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.",
										"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.",
										"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",
										"Dragon Age Categories",
										{
											"type": "table",
											"colLabels": [
												"Category",
												"Size",
												"Age Range"
											],
											"colStyles": [
												"col-4",
												"col-4",
												"col-4"
											],
											"rows": [
												[
													"Wyrmling",
													"Medium",
													"5 years or less"
												],
												[
													"Young",
													"Large",
													"6\u2013100 years"
												],
												[
													"Adult",
													"Huge",
													"101\u2013800 years"
												],
												[
													"Ancient",
													"Gargantuan",
													"801 years or more"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Chromatic Dragons",
									"entries": [
										"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",
										{
											"name": "Driven by Greed",
											"entries": [
												"Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."
											],
											"type": "entries"
										},
										{
											"name": "Creatures of Ego",
											"type": "entries",
											"entries": [
												"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."
											]
										},
										{
											"name": "Dangerous Lairs",
											"type": "entries",
											"entries": [
												"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.",
												"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."
											]
										},
										{
											"name": "Queen of Evil Dragons",
											"type": "entries",
											"entries": [
												"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.",
												"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.",
												"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Jarl Storvald",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Gigantic reavers from the freezing lands beyond civilization, frost giants are fierce, hardy warriors that survive on the spoils of their raids and pillaging.They respect only brute strength and skill in battle, demonstrating both with their scars and the grisly trophies they take from their enemies.",
										{
											"name": "Hearts of Ice",
											"type": "entries",
											"entries": [
												"Frost giants are creatures of ice and snow. Their hair and beards are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.",
												"Frost giants dwell in high peaks and glacial rifts where the sun hides its golden head by winter. Crops don't grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids against civilized lands. They hunt the wild game of the tundra and mountains but don't cook it, since meat from a fresh kill tastes sufficiently hot to their palate."
											]
										},
										{
											"name": "Reavers of the Storm",
											"type": "entries",
											"entries": [
												"The war horns of the frost giants howl as they march from their ice fortresses and glacial rifts amid the howling blizzard. When thatstorm clears, villages and steadings lay in ruins, ravens descending to feed on the corpses of any creatures foolish or unlucky enough to stand in the giants' path.",
												"Inns and taverns suffer the brunt of the damage, their cellars gutted and their casks of ale and mead gone. Smithies are likewise toppled, their iron and steel claimed. Curiously undisturbed are the houses of moneylenders and wealthy citizens, for the reavers have little use for coins or baubles. Frost giants prize gems and jewelry large enough to be worn and noticed. However, even those treasures are most often saved for trading opportunities with other giants more adept at crafting metal weapons and armor.",
												{
													"name": "Rulers by Might",
													"entries": [
														"Frost giants respect brute strength above all else, and a frost giant's place in the ordning depends on evidence of physical might, such as superior musculature, scars from battles of renown, or trophies fashioned from the bodies of slain enemies. Tasks such as hunting, childrearing, and crafting are given to giants based on their physical strength and hardiness.",
														"When frost giants of different clans meet and their status is unclear, they wrestle for dominance. Such meetings might resemble festivals where giants cheer on their champions, making bold boasts and challenges. At other times, the informal ceremony can become a chaotic free-for-all where both clans rush into a melee that fells trees, shatters the ice on frozen lakes, and causes avalanches on the snowy mountainsides."
													],
													"type": "entries"
												},
												{
													"name": "Make War, Not Goods",
													"entries": [
														"Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins and bones of beasts, and carve bone or ivory into jewelry and the handles of weapons and tools. They reuse the weapons and armor of their smaller foes, stringing shields into scale armor and lashing sword blades to wooden hafts to make giant-sized spears. The greatest battle trophies come from conquered dragons, and the greatest frost giant jarls wear armor of dragon scales or wield picks and mauls made of a dragon's teeth or claws."
													],
													"type": "entries"
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Jarl Storvald.jpg"
					}
				}
			]
		},
		{
			"name": "King Hekaton",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Storm giants are contemplative seers that live in places far removed from mortal civilization. Most have pale purple-gray skin and hair, and glittering emerald eyes.",
										"Some rare storm giants are violet-skinned, with deep violet or blue-black hair and silvery gray or purple eyes. They are benevolent and wise unless angered, in response to which the fury of a storm giant can affect the fate of thousands.",
										{
											"name": "Distant Prophet-Kings",
											"entries": [
												"Storm giants live in isolated refuges so far above the surface of the world or below the sea that they are beyond the reach of most other creatures. Some make their abodes in cloud-top castles so high that flying dragons appear as specks below. Others live atop mountain peaks that pierce the clouds. Some occupy palaces covered with algae and coral at the bottom of the ocean, or grim fortresses in undersea rifts."
											],
											"type": "entries"
										},
										{
											"name": "Detached Oracles",
											"type": "entries",
											"entries": [
												"Storm giants recall the glory of ancient giant empires forged by the god Annam. They seek to restore what was lost when those empires fell. They don't compete for status in the ordning but live out the centuries of their existence in contemplative seclusion, watching the starry heavens and the ocean's depths for signs, symbols, and omens of Annam's favor.",
												"Storm giants see the events of the world in a wide perspective. They can foretell the rise and fall of kings and empires, see the beginnings and ends of fortune and disaster, and find the patterns within seemingly unrelated events. By reading omens and prophesying, storm giants learn of vast secrets previously unknown and troves of lore utterly forgotten.",
												"Kings will rise and fall, wars will be won and lost, and good and evil will wrestle in conflict. Storm giants have watched these events in the manner of mortal gods over many lifetimes, and they know it is pointless to intervene. Even so, a storm giant might willingly disclose certain secrets to benevolent beings that visit its remote domain with specific purpose. Such creatures must speak and act respectfully, however, for a storm giant roused to anger is a force of utter destruction."
											]
										},
										{
											"name": "Solitary Lives",
											"type": "entries",
											"entries": [
												"Storm giants communicate infrequently with others of their kind. They do so usually to compare signs and omens or engage in a rare courtship. Storm giant parents stay together to raise a child to maturity, then return to the solitary isolation they cherish.",
												"Some humanoid cultures worship storm giants as they would worship lesser gods, creating myths and stories around the giants' exploits and vast knowledge. A storm giant is governed by the dictates of its conscience, however, and not by any culture's laws or codes of honor. As such, a storm giant that bends its mind toward greed or gains a taste for petty power can easily become a terrible threat."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Klauth",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"The most covetous of the true dragons, red dragons tirelessly seek to increase their treasure hoards. They are exceptionally vain, even for dragons, and their conceit is reflected in their proud bearing and their disdain for other creatures. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its wings are the longest of any chromatic dragon, and have a blue-black tint along the trailing edge that resembles metal burned blue by fire.",
										"The scales of a red dragon wyrmling are a bright glossy scarlet, turning a dull, deeper red and becoming as thick and strong as metal as the dragon ages. Its pupils also fade as it ages, and the oldest red dragons have eyes that resemble molten lava orbs.",
										{
											"name": "Mountain Masters",
											"type": "entries",
											"entries": [
												"Red dragons prefer mountainous terrain, badlands, and any other locale where they can perch high and survey their domain. Their preference for mountains brings them into conflict with the hill-dwelling copper dragons from time to time."
											]
										},
										{
											"name": "Arrogant Tyrants",
											"type": "entries",
											"entries": [
												"Red dragons fly into destructive rages and act on impulse when angered. They are so ferocious and vengeful that they are regarded as the archetypical evil dragon by many cultures.",
												"No other dragon comes close to the arrogance of the red dragon. These creatures see themselves as kings and emperors, and view the rest of dragonkind as inferior. Believing that they are chosen by Tiamat to rule in her name, red dragons consider the world and every creature in it as theirs to command."
											]
										},
										{
											"name": "Status and Slaves",
											"type": "entries",
											"entries": [
												"Red dragons are fiercely territorial and isolationist. However, they yearn to know about events in the wider world, and they make use of lesser creatures as informants, messengers, and spies. They are most interested in news about other red dragons, with which they compete constantly for status.",
												"When it requires servants, a red dragon demands fealty from chaotic evil humanoids. If allegiance isn't forthcoming, it slaughters a tribe's leaders and claims lordship over the survivors. Creatures serving a red dragon live in constant terror of being roasted and eaten for displeasing it. They spend most of their time fawning over the creature in an attempt to stay alive."
											]
										},
										{
											"name": "Obsessive Collectors",
											"type": "entries",
											"entries": [
												"Red dragons value wealth above all else, and their treasure hoards are legendary.They covet anything of monetary value, and can often judge the worth of a bauble to within a copper piece at a glance. A red dragon has a special affection for treasure claimed from powerful enemies it has slain, exhibiting that treasure to prove its superiority.",
												"A red dragon knows the value and provenance of every item in its hoard, along with each item's exact location. It might notice the absence of a single coin, igniting its rage as it tracks down and slays the thief without mercy. If the thief can't be found, the dragon goes on a rampage, laying waste to towns and villages in an attempt to sate its wrath."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "A Red Dragon's Lair",
									"entries": [
										"Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control.",
										"Throughout the lair complex, servants erect monuments to the dragon's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered."
									]
								},
								{
									"type": "entries",
									"name": "Dragons",
									"entries": [
										"True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.",
										"Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.",
										"Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.",
										"True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.",
										"Dragon Age Categories",
										{
											"type": "table",
											"colLabels": [
												"Category",
												"Size",
												"Age Range"
											],
											"colStyles": [
												"col-4",
												"col-4",
												"col-4"
											],
											"rows": [
												[
													"Wyrmling",
													"Medium",
													"5 years or less"
												],
												[
													"Young",
													"Large",
													"6\u2013100 years"
												],
												[
													"Adult",
													"Huge",
													"101\u2013800 years"
												],
												[
													"Ancient",
													"Gargantuan",
													"801 years or more"
												]
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Chromatic Dragons",
									"entries": [
										"The black, blue, green, red, and white dragons represent the evil side of dragonkind. Aggressive, gluttonous, and vain, chromatic dragons are dark sages and powerful tyrants feared by all creatures-including each other.",
										{
											"name": "Driven by Greed",
											"entries": [
												"Chromatic dragons lust after treasure, and this greed colors their every scheme and plot. They believe that the world's wealth belongs to them by right, and a chromatic dragon seizes that wealth without regard for the humanoids and other creatures that have \"stolen\" it. With its piles of coins, gleaming gems, and magic items, a dragon's hoard is the stuff of legend. However, chromatic dragons have no interest in commerce, amassing wealth for no other reason than to have it."
											],
											"type": "entries"
										},
										{
											"name": "Creatures of Ego",
											"type": "entries",
											"entries": [
												"Chromatic dragons are united by their sense of superiority, believing themselves the most powerful and worthy of all mortal creatures. When they interact with other creatures, it is only to further their own interests. They believe in their innate right to rule, and this belief is the cornerstone of every chromatic dragon's personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect."
											]
										},
										{
											"name": "Dangerous Lairs",
											"type": "entries",
											"entries": [
												"A dragon's lair serves as the seat of its power and a vault for its treasure. With its innate toughness and tolerance for severe environmental effects, a dragon selects or builds a lair not for shelter but for defense, favoring multiple entrances and exits, and security for its hoard.",
												"Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and subservient creatures to protect their treasures."
											]
										},
										{
											"name": "Queen of Evil Dragons",
											"type": "entries",
											"entries": [
												"Tiamat the Dragon Queen is the chief deity of evil dragonkind. She dwells on Avernus, the first layer of the Nine Hells. As a lesser god, Tiamat has the power to grant spells to her worshipers, though she is loath to share her power. She epitomizes the avarice of evil dragons, believing that the multiverse and all its treasures will one day be hers and hers alone.",
												"Tiamat is a gigantic dragon whose five heads reflect the forms of the chromatic dragons that worship her-black, blue, green, red, and white. She is a terror on the battlefield, capable of annihilating whole armies with her five breath weapons, her formidable spellcasting, and her fearsome claws.",
												"Tiamat's most hated enemy is Bahamut the Platinum Dragon, with whom she shares control of the faith of dragonkind. She also holds a special enmity for Asmodeus, who long ago stripped her of the rule of Avernus and who continues to curb the Dragon Queen's power."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Lifferlas",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A druid of the Emerald Enclave awakened the tree Lifferlas with a spell. Goldenfields is his home, its people his friends. Children like to carve their names and initials into his body and hang from his boughs, and he's happy with that.",
										"Ideal:\"I exist to protect the people and plants of Goldenfields.\"",
										"Bond:\"Children are wonderful. I would do anything to make them feel happy and safe.\"",
										"Flaw:\"I can't remember people's names and often get them mixed up.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Lifferlas.jpg"
					}
				}
			]
		},
		{
			"name": "Maegera the Dawn Titan",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Maegera is powerful elemental that has been trapped in the forges of Gauntlgrym for millennia. About fifty years ago, Maegera briefly escaped and triggered the eruption of Mount Hotenow. Lava from the volcano flowed toward the coast, laying waste to Neverwinter. The city is still rebuilding in the wake of that catastrophe.",
								"The fire giant duke Zalto recently sent a team of drow to infiltrate Gauntlgrym and trap Maegera in an iron flask . Zalto needs the primordial to ignite an adamantine forge beneath the Ice Spires. Returning Maegera to Gauntlgrym is one way to thwart the fire giant's plans.",
								"Maegera looks like a 50-foot-tall, multi-limbed beast made of flame, with smoldering black pits for eyes."
							]
						}
					]
				}
			]
		},
		{
			"name": "Markham Southwell",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Sheriff Markham of Bryn Shander is a brawny, likable man of few words. Nothing is more important to him than protecting Icewind Dale. He judges others by their actions, not their words.",
										"Ideal:\"All people deserve to be treated with dignity.\"",
										"Bond:\"Duvessa is a natural leader, but she needs help. That's my job.\"",
										"Flaw:\"I bury my emotions and have no interest in small talk.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Markham Southwell.jpg"
					}
				}
			]
		},
		{
			"name": "Miros Xelbrin",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Innkeeper Miros is a retired carnival attraction, dubbed \"the Yeti\" because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers, so does his business, so he takes strides to protect the compound.",
										"Ideal:\"As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.\"",
										"Bond:\"Make fun of me all you like, but don't speak ill of my inn or my employees!\"",
										"Flaw:\"When something upsets me, I have a tendency to fly into a rage.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Miros Xelbrin.jpg"
					}
				}
			]
		},
		{
			"name": "Narth Tezrin",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Narth sells gear to adventurers, and he also has an adventurous spirit. The Lionshield Coster pays him well, but he longs to make a name for himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn't forgive him if he ran off and never returned.",
										"Ideal:\"The bigger the risk, the greater the reward.\"",
										"Bond:\"I adore my colleague Alaestra, and I'd like to do something to impress her.\"",
										"Flaw:\"I'll risk life and limb to become a legend.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Narth Tezrin.jpg"
					}
				}
			]
		},
		{
			"name": "Naxene Drathkala",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Goldenfields' crops are vital to Waterdeep's survival, which is why the Watchful Order of Magists and Protectors sent Naxene to make sure the temple-farm is adequately defended. At first she regarded the task as a punishment, but now she appreciates the peace and quiet.",
										"Ideal:\"There's no problem that can't be solved with magic.\"",
										"Bond:\"I have great respect for Lady Laeral Silverhand of Waterdeep. She and the Lords' Alliance are going to bring some much-needed order to this lawless land.\"",
										"Flaw:\"I'm too smart to be wrong about anything.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Naxene Drathkala.jpg"
					}
				}
			]
		},
		{
			"name": "Oren Yogilvy",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Oren came to Northfurrow's End looking for easy work and found it. He sings for his supper, drinks like a fish, and wan ders the fields at night dreaming up new lyrics to entertain the inn's other guests. Oren likes to stir up trouble from time to time, but he doesn't have a mean bone in his body.",
										"Ideal:\"Music is food for the soul.\"",
										"Bond:\"You had me at ?Can I buy you a drink?'\"",
										"Flaw:\"I have a knack for putting myself in harm's way. Good thing I'm lucky!\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Oren Yogilvy.jpg"
					}
				}
			]
		},
		{
			"name": "Othovir",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Othovir is a gifted harness-maker who doesn't talk about his family or where he came from. He cares about his business, his clients, and his good name.",
										"Ideal:\"Find what you do well, and do it to the best of your ability.\"",
										"Bond:\"I won't allow my name to be tarnished.\"",
										"Flaw:\"I get angry when others pry into my private life.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Othovir.jpg"
					}
				}
			]
		},
		{
			"name": "Purple Wormling",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"A purple wormling is a baby purple worm no more than six weeks old. Its rubbery body is 9 feet long and weighs 1,500 pounds. Its mouth and musculature aren't yet strong enough to allow the wormling to burrow through rock. The poison in its tail stinger and the acid in its gullet are still relatively weak as well. Nevertheless, the wormling is a voracious feeder and attacks just about anything it can wrap its mouth around. A wormling's gullet can hold up to four Small creatures."
							]
						}
					]
				}
			]
		},
		{
			"name": "Shalvus Martholio",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Nalaskur Thaelond of Bargewright Inn has entrusted the shepherd Shalvus with an important assignment: to figure out the best way by which Goldenfields can be brought under the Black Network's control. Shalvus believes that success will ensure his swift rise through the Zhentarim ranks.",
										"Ideal:\"I'll do what it takes to prove myself to the Zhentarim.\"",
										"Bond:\"I love animals, and I'm very protective of them.\"",
										"Flaw:\"I can't resist taking risks to feed my ambitions.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Shalvus Martholio.jpg"
					}
				}
			]
		},
		{
			"name": "Sir Baric Nylef",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"As a knight of the Order of the Gauntlet, Sir Baric has sworn oaths to catch evildoers and bring them to justice. His current quarry is a dwarf brigand, Worvil \"the Weevil\" Forkbeard, who is rumored to be hiding in Icewind Dale. In addition to his gear, Sir Baric has an unarmored warhorse, Henry.",
										"Ideal:\"Evil must not be allowed to thrive in this world.\"",
										"Bond:\"Tyr is my lord; the order, my family. Through my actions, I shall honor both.\"",
										"Flaw:\"I'm not afraid to die. When Tyr finally calls me, I'll go to him happily.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Sir Baric Nylef.jpg"
					}
				}
			]
		},
		{
			"name": "Sirac of Suzail",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"An acolyte of Torm, Sirac grew up on the streets of Suzail, the capital of Cormyr. He came to Icewind Dale to become a knucklehead trout fisher but instead found religion. The misbegotten son of Artus Cimber, a renowned human adventurer, Sirac hasn't seen his father since he was a baby.",
										"Ideal:\"Without duty or loyalty, a man is nothing.\"",
										"Bond:\"Icewind Dale is where I belong for the rest of my life.\"",
										"Flaw:\"I am honest to a fault.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Sirac of Suzail.jpg"
					}
				}
			]
		},
		{
			"name": "Slarkrethel",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.",
										{
											"name": "Leviathans of Legend",
											"type": "entries",
											"entries": [
												"At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.",
												"An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone."
											]
										},
										{
											"name": "Mortal Foes",
											"type": "entries",
											"entries": [
												"Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "A Kraken's Lair",
									"entries": [
										"A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Slarkrethel.jpg"
					}
				}
			]
		},
		{
			"name": "Thane Kayalithica",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Stone giants are reclusive, quiet, and peaceful as long as they are left alone. Their granite-gray skin, gaunt features, and black, sunken eyes endow stone giants with a stern countenance. They are private creatures, hiding their lives and art away from the world.",
										{
											"name": "Inhabitants of a Stone World",
											"type": "entries",
											"entries": [
												"Secluded caves are the homes of the stone giants. Cavern networks are their towns, rocky tunnels their roads, and underground streams their waterways. Isolated mountain ranges aretheir continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross.",
												"In their dark, quiet caves, stone giants wordlessly chip away at elaborate carvings, measuring time in the echoing drip of water into cavern pools. In the deepest chambers of a stone giant settlement, far from the chittering of bats or the patrols paced out by the giants' cave bear companions, are holy places where silence and darkness are complete. Stone takes on its most sacred quality in these cavern cathedrals, their buttresses and columns carved with a beauty that shames the legendary stone craft of the dwarves."
											]
										},
										{
											"name": "Carvers and Seers",
											"type": "entries",
											"entries": [
												"Among stone giants, artistry ranks as the greatest virtue. They create intricate murals, paint sprawling murals across cavern walls, and indulge in a wide variety of other artistic disciplines.They esteem stone carving as the greatest of skills.",
												"Stone giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe's best carvers as their leaders, shamans, and prophets. The holy hands of such giants become the hands of the god as they work."
											]
										},
										{
											"name": "Graceful Athletes",
											"type": "entries",
											"entries": [
												"Despite their great size and musculature, stone giants are lithe and graceful. Skilled rock throwers are granted positions of high rank in the giants' ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise.",
												{
													"type": "entries",
													"name": "Dreamers under Sky",
													"entries": [
														"Stone giants view the world outside their underground homes as a realm of dreams where nothing is entirely true or real. They behave in the surface world the way humanoids might behave in their own dreams, making little account for their actions and never fully trusting what they see or hear. A promise made above ground need not be kept. Insults can be made without apology. Killing prey or sentient beings is no cause for guilt in the dreaming world beneath the sky.",
														"Stone giants lacking in athletic grace or artistic skill dwell at the fringes of their society, serving as the tribe's outlying guardians and far-wandering hunters. When trespassers stray too far into the mountain territory of a stone giant clan, those guardians greet them with hurled rocks and showers of splintered stone. Survivors of such encounters spread tales of stone giant violence, never realizing how little those brutes dwelling in the unreal dreaming world resemble their quiet and artistic kin."
													]
												}
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain the customs and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Thane Kayalithica.jpg"
					}
				}
			]
		},
		{
			"name": "Tressym",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.",
								"Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.",
								"Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don't, however, attack nestlings or despoil eggs.",
								"Tressym mate with others of their kind, but they don't mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.",
								"Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a {@item wand of lightning bolts} remembers the danger of \"sticks of wood held by humans\" for the rest of its life. A lucky, healthy tressym can live to be 20 years old.",
								"With the DM's permission, a person who casts the {@spell find familiar} spell can choose to conjure a tressym instead of a normal cat."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Tressym.jpg"
					}
				}
			]
		},
		{
			"name": "Urgala Meltimer",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"A retired adventurer, Urgala owns a respectable inn, the Northshield House, and she doesn't want to see it or her neighbors' homes destroyed. She has no tolerance for monsters or bullies.",
										"Ideal:\"We live in a violent world, and sometimes violence is necessary for survival.\"",
										"Bond:\"My home is my life. Threaten it, and I'll hurt you.\"",
										"Flaw:\"I know how treacherous and greedy adventurers can be. I don't trust them-any of them.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Urgala Meltimer.jpg"
					}
				}
			]
		},
		{
			"name": "Uthgardt Shaman",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								"Uthgardt barbarians are suspicious and resentful of most kinds of magic. Seldom do they choose to become shamans. Instead, the role is thrust upon those who are born with a strong connection to the spirit world. To be a shaman is to stand apart from the tribe, with one foot in the land of the living and the other in the land of the dead. Those who walk the shadowed path between two lands do so because the spirits of the dead compel them. Other Uthgardt fear and respect a shaman's power.",
								"An Uthgardt shaman must possess a sacred bundle to cast spells. A sacred bundle is made up of sticks, bones, feathers, tufts of fur, and stones that have been \"touched\" by spirits. It takes a month for a shaman to assemble a sacred bundle, and a shaman can use only one such bundle at a time. A sacred bundle benefits only the shaman who created it, and it doesn't replace the normal components of a spell.",
								"In addition to the spells that all Uthgardt shamans can cast, a shaman of a particular tribe gains additional spells based on tribal affiliation (see the \"Uthgardt Sha man Tribal Spells\" sidebar).",
								"By communing with their ancestors' spirits, Uthgardt shamans can also learn secret rituals. These rituals almost always require some sort of blood sacrifice, and their effects are usually transformative. For example, some Black Raven shamans know a ritual that allows them to hatch giant ravens from normal raven eggs, and some shamans of the Griffon tribe can transform them selves into griffons by performing a ritual that requires them to drink copious amounts of horse blood.",
								{
									"type": "entries",
									"name": "Uthgardt Shaman Tribal Spells",
									"entries": [
										"Depending on an Uthgardt shaman's tribe, the shaman's Innate Spellcasting feature gains additional spells the shaman can cast once per day.",
										"Black Lion:animate dead, chill touch, feign death, revivify",
										"Black Raven:animal messenger(raven only),feather fall, polymorph(into a raven only)",
										"Blue Bear:enhance ability(bear's endurance only),heroism",
										"Elk:expeditious retreat, find steed(elk only),haste",
										"Gray Wolf:beast sense(wolf or dire wolf only),moonbeam, speak with animals(wolf or dire wolf only)",
										"Great Worm:crusader's mantle, divine favor, hypnotic pattern",
										"Griffon:feather fall, fly",
										"Sky Pony:divine favor, feather fall, lightning bolt",
										"Red Tiger:beast sense(tiger only),enhance ability(cat's grace only),jump",
										"Thunderbeast:enhance ability(bull's strength only),pass without trace, stoneskin",
										"Tree Ghost:barkskin, druidcraft, plant growth, speak with plants"
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Uthgardt Shaman.jpg"
					}
				}
			]
		},
		{
			"name": "Yakfolk Priest",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.",
										{
											"name": "Yakfolk Society",
											"type": "entries",
											"entries": [
												"Other civilized races treat yakfolk as \"bogeymen\"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them.",
												"Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.",
												"Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race."
											]
										},
										{
											"name": "Servants of the Forgotten God",
											"type": "entries",
											"entries": [
												"Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sac rifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.",
												"The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-\"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance."
											]
										},
										{
											"name": "Skin Crawlers",
											"type": "entries",
											"entries": [
												"A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yakfolk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young."
											]
										}
									]
								}
							]
						}
					]
				}
			]
		},
		{
			"name": "Yakfolk Warrior",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Yakfolk, known among themselves as Yikaria (\"the Lucky Chosen\" in their language), are ogre-sized humanoids. Their heads resemble disgruntled yaks, complete with curved horns and dour expressions. Their hulking bodies are coated with thick fur and hair, and many outsiders can't tell the males and females apart.",
										{
											"name": "Yakfolk Society",
											"type": "entries",
											"entries": [
												"Other civilized races treat yakfolk as \"bogeymen\"-a scary race of evil, ruthless, and powerful savages. They dwell in secluded settlements sheltered from the worst of nature's abuse, including mountain valleys, soaring plateaus, and desert oases. In these seemingly idyllic hideaways, the yakfolk rule over humanoid slaves with iron fists. For all their learning and culture, yakfolk are enormously evil overlords. They care for their hapless subjects only to the extent that a live slave is more useful than a dead one, and keeping one alive is easier than laboring oneself. It's not that yakfolk are lazy-quite the contrary. They simply consider most menial tasks beneath them.",
												"Outsiders that stumble into an enclave of yakfolk are usually surprised and pleased to find what appears to be a utopia, and the yakfolk foster that image until the strangers can be disarmed and enslaved.",
												"Yakfolk have a drive for learning, particularly when it comes to the secrets of elemental magic and dark knowledge that might serve to corrupt or dominate others. Knowledge that the yakfolk can't gain or use is to be destroyed. Unsentimental by nature, yakfolk parents pack children off to communal creches once they are weaned, never to recognize them again. Yakfolk feel no loyalty to their families-only to their god and race."
											]
										},
										{
											"name": "Servants of the Forgotten God",
											"type": "entries",
											"entries": [
												"Yakfolk function as a malignant theocracy in service to the Forgotten God. The worship of this savage, nameless deity directs their lives. The god takes the form of a male Yikaria, but the deity's face is worn smooth into a featureless mask. The deity is appeased by sacrifice, which the followers carry out by offering slaves in the Manner Elemental-that is, by fire (immolation), earth (live burial), water (drown ing), or air (throwing the victim off a great height). Sac rifices are meant to ensure the benevolence of the deity and to punish disobedient slaves.",
												"The Forgotten God enabled the yakfolk to enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh: the dao were forced to serve the Forgotten God and its minions-and forbidden to attack them-\"for a thousand years and a year.\" The sentence has since expired, and yakfolk can no longer summon dao as they once did, but fear of the Forgotten God has kept the dao from seeking vengeance."
											]
										},
										{
											"name": "Skin Crawlers",
											"type": "entries",
											"entries": [
												"A yakfolk's most frightening weapon is its ability to magically crawl under another creature's skin, control its body, and suppress its mind. The yak-folk use this ability to spy on enemies, rob them, murder their leaders, and kidnap their young."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Yakfolk Warrior.jpg"
					}
				}
			]
		},
		{
			"name": "Zephyros",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.",
										{
											"name": "High and Mighty",
											"type": "entries",
											"entries": [
												"Cloud giants are spread to the winds, encompassing vast areas of the world. In times of need, scattered cloud giant families band together as a unified clan. However, they can seldom do so quickly.",
												"Attuned to the magic of their airy domains, cloud giants are able to turn into mist and create clouds of billowing fog. They dwell in castles on high mountain peaks, or on the solid clouds that once held their fiefs.",
												"Still gracing the skies on occasion, these magic clouds are a lasting remnant of the giants' lost empires. Better spellcasters than most other giants, some cloud giants can control weather, bring storms, and steer the wind almost as well as their cousins, the storm giants."
											]
										},
										{
											"name": "Affluent Princes",
											"type": "entries",
											"entries": [
												"Although cloud giants are lower in the ordning than storm giants, the reclusive storm giants rarely engage with the rest of giantkind. As a result, many cloud giants see themselves as having the highest status and power among the giant races.",
												"They order lesser giants to seek out wealth and art on their behalf, employing fire giants as smiths and crafters, and using frost giants as reavers, raiders, and plunderers. Dimwitted hill giants serve them as brutes and combat fodder-sometimes fighting for the cloud giants' amusement. A cloud giant might order hill or frost giants to steal from nearby humanoid lands, which it considers to be a fair tax for its continued beneficence. On their mountain summits and solid clouds, cloud giants keep extraordinary gardens. Grapes as big as apples grow there, along with apples the size of pumpkins, and pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottagesized produce and magic beans are spread in the mortal realm.",
												"As humanoid nobles keep an aerie for hunting hawks, so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giants' gardens by night, along with trained predators such as owlbears and lions."
											]
										},
										{
											"name": "Children of the Trickster",
											"type": "entries",
											"entries": [
												"The patron god and father of the cloud giants is Memnor the Trickster, the cleverest and slyest of the giant deities. Cloud giants align themselves according to the aspects and exploits of Memnor that they most admire, with evil cloud giants emulating his deceitfulness and self-interest and good cloud giants emulating his intellect and silvertongued speech. Family members usually align in the same direction."
											]
										},
										{
											"name": "Wealth and Power",
											"type": "entries",
											"entries": [
												"A cloud giant earns its place in the ordning by the treasure it accumulates, the wealth it wears, and the gifts it bestows on other cloud giants.",
												"However, value is only one part of the assessment. The extravagances a cloud giant wears or places about its home must also be beautiful or wondrous. Sacks of gold or gems are worth less to a cloud giant than the jewelry that might be crafted from those materials, creating treasures that bring esteem to a cloud giant's household.",
												"Rather than steal from one another or fight over treasures, cloud giants are inveterate gamblers with a hunger for high risks and high rewards. They frequently bet on the outcome of events nominally outside their control, such as the lives of lesser creatures. Ordning ranks and kings' ransoms can be won and lost in bets over the military triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "Giants",
									"entries": [
										"Ancient empires once cast long shadows over a world that quaked beneath the giants' feet. In those lost days, these towering figures were dragon slayers, dreamers, crafters, and kings, but their kind fell from glory long ago. However, even divided among secluded clans scattered throughout the world, the giants maintain thecustoms and traditions of old.",
										{
											"name": "Old as Legend",
											"type": "entries",
											"entries": [
												"In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity.Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.",
												"Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms.Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight."
											]
										}
									]
								},
								{
									"type": "entries",
									"name": "The Ordning",
									"entries": [
										"Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.",
										"Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.",
										"At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.",
										"Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude."
									]
								},
								{
									"type": "entries",
									"name": "Giant Gods",
									"entries": [
										"When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.",
										"Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.",
										"Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast."
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Zephyros.jpg"
					}
				}
			]
		},
		{
			"name": "Zi Liang",
			"source": "SKT",
			"entries": [
				{
					"type": "entries",
					"entries": [
						{
							"type": "entries",
							"entries": [
								{
									"type": "entries",
									"entries": [
										"Zi Liang is a devout worshiper of Chauntea, the Earth Mother. She has considerably less faith in Goldenfields' defenders, so she patrols the temple-farm during her off-duty hours.",
										"Ideal:\"If we faithfully tend to our gardens and our fields, Chauntea will smile upon us.\"",
										"Bond:\"Goldenfields is the breadbasket of the North. People depend on its safety and prosperity, and I'll do what must be done to protect it.\"",
										"Flaw:\"I don't trust authority. I do what my heart says is right.\""
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/SKT/Zi Liang.jpg"
					}
				}
			]
		}
	]
}
