{
	"monsterFluff": [
		{
			"name": "Aeorian Absorber",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Resembling some sort of canine or feline quadruped at a distance, the absorber's monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey."
					]
				},
				{
					"type": "section",
					"entries": [
						"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",
						{
							"type": "entries",
							"name": "Created by Experimentation",
							"entries": [
								"Aeorian hunters were created through arcane experimentation on beasts and humanoids\u2014both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",
								{
									"type": "entries",
									"name": "Madness through Immortality",
									"entries": [
										"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",
										{
											"type": "entries",
											"name": "Never Harm Another Hunter",
											"entries": [
												"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."
											]
										},
										{
											"type": "entries",
											"name": "Ageless Memories",
											"entries": [
												"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge\u2014often including the location of rare Aeorian relics\u2014inside its mind."
											]
										},
										{
											"type": "entries",
											"name": "Perfect Soldiers",
											"entries": [
												"Aeorian hunters don't require food or drink."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Aeorian Absorber.jpg"
					}
				}
			]
		},
		{
			"name": "Aeorian Nullifier",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso\u2014and which set up a cacophony of gnashing that can drive other creatures mad."
					]
				},
				{
					"type": "section",
					"entries": [
						"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",
						{
							"type": "entries",
							"name": "Created by Experimentation",
							"entries": [
								"Aeorian hunters were created through arcane experimentation on beasts and humanoids\u2014both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",
								{
									"type": "entries",
									"name": "Madness through Immortality",
									"entries": [
										"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",
										{
											"type": "entries",
											"name": "Never Harm Another Hunter",
											"entries": [
												"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."
											]
										},
										{
											"type": "entries",
											"name": "Ageless Memories",
											"entries": [
												"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge\u2014often including the location of rare Aeorian relics\u2014inside its mind."
											]
										},
										{
											"type": "entries",
											"name": "Perfect Soldiers",
											"entries": [
												"Aeorian hunters don't require food or drink."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Aeorian Nullifier.jpg"
					}
				}
			]
		},
		{
			"name": "Aeorian Reverser",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies' healing magic are unraveled and turned against them."
					]
				},
				{
					"type": "section",
					"entries": [
						"Brought to life by mages in the flying city of Aeor during the Age of Arcanum, Aeorian hunters were created to take on angels, demons, devils, fey, and the gods themselves. When Aeor crashed into Eiselcross, many of these magically mutated monstrosities survived, and they now stalk Aeor's ruins and the islands' icy wastes.",
						{
							"type": "entries",
							"name": "Created by Experimentation",
							"entries": [
								"Aeorian hunters were created through arcane experimentation on beasts and humanoids\u2014both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.",
								{
									"type": "entries",
									"name": "Madness through Immortality",
									"entries": [
										"Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.",
										{
											"type": "entries",
											"name": "Never Harm Another Hunter",
											"entries": [
												"Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales."
											]
										},
										{
											"type": "entries",
											"name": "Ageless Memories",
											"entries": [
												"Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge\u2014often including the location of rare Aeorian relics\u2014inside its mind."
											]
										},
										{
											"type": "entries",
											"name": "Perfect Soldiers",
											"entries": [
												"Aeorian hunters don't require food or drink."
											]
										}
									]
								}
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Aeorian Reverser.jpg"
					}
				}
			]
		},
		{
			"name": "Allowak Abominable Yeti",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place."
					]
				},
				{
					"type": "section",
					"entries": [
						"When Aeor fell into Foren, the impact threw a monolithic, purple crystal miles away from the crash site. The stone pierced the body of an abominable yeti named Allowak, but the crystal's magic preserved the yeti's corpse and absorbed Allowak's soul. When other yetis touched the crystal, their intellect increased and their innate desire to slaughter faded away. A society of the monstrosities living in huts and keeping mammoths for food sprung up around the crystal. These peaceful yetis abhor their more savage kin.",
						{
							"type": "entries",
							"name": "A Secret Place",
							"entries": [
								"The yetis of Allowak's Sanctuary keep their home a secret, for they worry that outsiders might try to steal the crystal. Although the crystal's effects seem permanent, the yetis fear that if it were removed from Allowak's remains, they would lose their newfound intelligence. If outsiders get close to the village, the yetis patrolling the village's borders approach and act like the more common and savage members of their species. The yetis of Allowak's Sanctuary do not kill unless forced to, but they will cause injury to guard their secret.",
								"In recent years, the yetis have acquired books and journals from explorers who died close to their camp. The tomes gave the yetis an understanding of the world beyond Eiselcross."
							]
						}
					]
				}
			]
		},
		{
			"name": "Blood Hunter",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"To mortals and monsters alike, the blood hunter is a legendary figure\u2014a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.",
						"Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter's blade. Humanoids who draw the ire of a blood hunter are often in league with monsters\u2014or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Blood Hunter.jpg"
					}
				}
			]
		},
		{
			"name": "Bristled Moorbounder",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount."
					]
				},
				{
					"type": "section",
					"entries": [
						"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels\u2014and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.",
						{
							"type": "entries",
							"name": "Natural Hunters",
							"entries": [
								"Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores."
							]
						}
					]
				}
			]
		},
		{
			"name": "Core Spawn Crawler",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth."
					]
				},
				{
					"type": "section",
					"entries": [
						"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.",
						"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",
						{
							"type": "entries",
							"name": "Offspring of Calamity",
							"entries": [
								"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Core Spawn Crawler.jpg"
					}
				}
			]
		},
		{
			"name": "Core Spawn Emissary",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.",
						"The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled."
					]
				},
				{
					"type": "section",
					"entries": [
						"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.",
						"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",
						{
							"type": "entries",
							"name": "Offspring of Calamity",
							"entries": [
								"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Core Spawn Emissary.jpg"
					}
				}
			]
		},
		{
			"name": "Core Spawn Seer",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes."
					]
				},
				{
					"type": "section",
					"entries": [
						"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.",
						"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",
						{
							"type": "entries",
							"name": "Offspring of Calamity",
							"entries": [
								"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Core Spawn Seer.jpg"
					}
				}
			]
		},
		{
			"name": "Core Spawn Worm",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock."
					]
				},
				{
					"type": "section",
					"entries": [
						"The Elder Evils assault the multiverse in strange and calamitous ways. Sometimes they breach the Material Plane by exploiting the unfathomable energy and darkness found in the world's depths. These terrestrial manifestations of loathsome alien agendas are known as core spawn, and they are as varied in their physiology as they are horrific.",
						"Their concentration in the desolate lands of Blightshore makes the core spawn a challenge to research, and many who have sought to observe or study these nightmarish entities rarely return. Those who do return are often shells of their former selves who speak of horrifying underground labyrinths of twisting caverns and malevolent nests where other denizens of the Miskath Strand are dragged below to some infernal purpose.",
						{
							"type": "entries",
							"name": "Offspring of Calamity",
							"entries": [
								"The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Core Spawn Worm.jpg"
					}
				}
			]
		},
		{
			"name": "Frost Giant Zombie",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity.",
						"The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Frost Giant Zombie.jpg"
					}
				}
			]
		},
		{
			"name": "Frost Worm",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Frost worms burrow through the snow, dirt, ice, and rock of Wildemount's Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around.",
						"A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm's hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm's haunting trill\u2014a hypnotizing call that stops creatures in their tracks to make them easy prey."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Frost Worm.jpg"
					}
				}
			]
		},
		{
			"name": "Gearkeeper Construct",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Rolling, deadly whirlwinds of metal plates and curving blades, these clockwork automatons were initially designed by tinkerers and mage engineers to be sentries and guardians in the deepest of vaults during the Age of Arcanum. While most of these majestic and deadly curiosities have fallen to rust and ruin, forgotten along with their long-destroyed and buried societies, some continue to patrol the tunnels and pathways of forgotten tombs and dungeons, following their original operations and directives to protect the contents of their domain.",
						"Resembling a rolling ball of shield-like plates, a gearkeeper construct can rapidly travel through corridors to seek intruders. Upon discovering an unrecognized creature, the shields expand to reveal gaps where numerous metallic legs emerge for precision movement. Bladed appendages whir around the construct, threatening any unlucky delvers who wander too close, while heavy spears of steel can be fired from within the construct's core, impaling unwanted guests. If overwhelmed, the construct can discharge a spray of heated, jagged metal fragments to subdue groups of intruders.",
						"Reverse engineering from the recovered shells and scraps of excavated gearkeeper constructs, a number of modern tinkerers have developed updated variations of these sentinels. Such designs are only recently seeing use in select prisons, or by wealthy collectors seeking to keep their collections safe."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Gearkeeper Construct.jpg"
					}
				}
			]
		},
		{
			"name": "Gloomstalker",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Gloomstalker.jpg"
					}
				}
			]
		},
		{
			"name": "Horizonback Tortoise",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Horizonback Tortoise.jpg"
					}
				}
			]
		},
		{
			"name": "Husk Zombie",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies\u2014resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Husk Zombie.jpg"
					}
				}
			]
		},
		{
			"name": "Ishel",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Ishel\u2014a drow ambassador from the Kryn Dynasty."
					]
				}
			]
		},
		{
			"name": "Kobold Underling",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making."
					]
				}
			]
		},
		{
			"name": "Merrow Shallowpriest",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.",
						"Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.",
						"While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Merrow Shallowpriest.jpg"
					}
				}
			]
		},
		{
			"name": "Moorbounder",
			"source": "EGW",
			"entries": [
				{
					"type": "section",
					"entries": [
						"One of the many predators to stalk the marshlands and muddy foothills of Xhorhas, moorbounders are known as dangerous killers to those who try to avoid them on their travels\u2014and as prized mounts for those willing to capture and train them. Though the process of domesticating a moorbounder is fraught with peril, these creatures can become favored hunting companions and powerful war mounts.",
						{
							"type": "entries",
							"name": "Natural Hunters",
							"entries": [
								"Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores."
							]
						}
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Moorbounder.jpg"
					}
				}
			]
		},
		{
			"name": "Mossback Steward",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across."
					]
				}
			]
		},
		{
			"name": "Nergaliid",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie (see earlier in this chapter).",
						"The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly\u2014so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Nergaliid.jpg"
					}
				}
			]
		},
		{
			"name": "Ogre Lord Buhfal II",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"In the political absence of the champion chief of Urzin, Sunbreaker Olomon, the village's proud and protective acting leader is Ogre Lord Buhfal II."
					]
				}
			]
		},
		{
			"name": "Parson Pellinost",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Commander Struther Felmont and the Dwendalian soldiers at the fort have grown callous and cruel under the leadership of Imperial Inquisitor Parson Pellinost, who conducts deranged experiments on the humanoids of the marsh with an unsavory and sadistic application of divine magic. The guards of Fort Venture engage in defense, training, and patrol work in eight-hour shifts. Few of those guards respect Pellinost, but all obey him for fear of strict retribution.",
						"Pellinost has a prosthetic limb (right hand)."
					]
				}
			]
		},
		{
			"name": "Sahuagin Warlock of Uk'otoa",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams.",
						"Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Sahuagin Warlock of Ukotoa.jpg"
					}
				}
			]
		},
		{
			"name": "Sea Fury",
			"source": "EGW",
			"entries": [
				{
					"type": "section",
					"entries": [
						"In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.",
						"Driven to madness by the power it claims\u2014and by the loneliness that is the cost of its killing spree\u2014the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time\u2014and then to destroy its new playthings when they have outlived their usefulness."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Sea Fury.jpg"
					}
				}
			]
		},
		{
			"name": "Shadowghast",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Shadowghast.jpg"
					}
				}
			]
		},
		{
			"name": "Sharkbody Abomination",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"The sahuagin shaman Selachai tapped into Uk'otoa's magic to wreak vengeance on the shark hunters of Palma Flora. The unfortunate hunters who failed to escape were transformed into monstrosities with coarse grayish skin, the head of a shark, and a muscular, humanoid physique. These creatures possess all their previous intelligence and personality, but they respond to the control of their sahuagin masters' Shark Telepathy.",
						"The true horror of the sharkbody abominations is that they might be people the characters met and left behind in the first part of this adventure. If you want to sting your players' emotions as they fight these monsters, describe how the sharkbody abomination resembles a specific NPC the characters failed to save.",
						"The curse that transformed it into an abomination can be undone only by a {@spell remove curse} spell or similar magic."
					]
				}
			]
		},
		{
			"name": "Skr'a S'orsk",
			"source": "EGW",
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Skra Sorsk.jpg"
					}
				}
			]
		},
		{
			"name": "Swavain Basilisk",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors\u2014the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Swavain Basilisk.jpg"
					}
				}
			]
		},
		{
			"name": "Three Earrings",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"This pale, spotted, Tabaxi bandit captain is a low-ranking member of the Revelry pirates. She brought her vessel to the village of Palma Flora because she was informed that a local sahuagin tribe had uncovered an unusual treasure. Three Earrings rightly assumed that they were going to attack the village, and she intended to be there to plunder the ruins after the attack. She didn't anticipate Flora Isle sinking."
					]
				}
			]
		},
		{
			"name": "Udaak",
			"source": "EGW",
			"entries": [
				{
					"type": "entries",
					"entries": [
						"Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature.",
						"Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire."
					]
				}
			],
			"images": [
				{
					"type": "image",
					"href": {
						"type": "internal",
						"path": "bestiary/EGW/Udaak.jpg"
					}
				}
			]
		}
	]
}
