There are some "features" that we reorganize into "properties". Properties inherited from other rules: * Damage immunities, resistances, vulnerabilities * Condition immunities Other properties: * Can regain HP (default=True) * Can stop in hostile space (default=False) * Minimum space to move without squeezing (default=calc based on size) * Can breathe air (default=True) * Can breathe water (default=False) * Can hold breath for X time (default=calc based on constitution) * Weapons are magical (default=False) * Weapons deal +X damage (default=0) * Weapons deal +XdY damage (default=0,0) * Weapons deal +Xd{WEAPON_DIE_SIZE} damage (default=0) * Carrying capacity is X (default=calc based on size) * Berserk (default=False) * Is telepathic (default=False) * Is one-way telepathic (default=False) * Dash action type (default=action) * Disengage action type (default=action) * Hide action type (default=action) * Can see in magical darkness (default=False) * Can see ethereal (default=False) * Autodetects lies (default=False) * Leaves a corpse (default=True) * Can hold inventory (default=True) * Appears as mundane object OBJECT when still (default=False) * Immune to spell tag TAG * Does not provoke opportunity attacks (default=False) * Ignores difficult terrain (default=False) * Ignores webs (default=False) * Reactions/round (default=1) * Sheds bright light radius X and dim light radius Y (default=0,0) * Has perfect map recall (default=False) * Mimic sounds/voices insight DC (default=Performance/Deception) * Can speak with beasts (default=False) * Can speak with plants (default=False) * Can spider climb (default=False) * Is hot (water boils/evaporates) (default=False) * Form (default=True Form) * Can smell (default=True) * Alignment (default=NN)