Non-Player Characters, or NPCs, represent all of the characters and monsters that the players will interact with in a game world, a collection of statistics and descriptive text. SyncRPG maintains collections of NPCs for various games, but has strong focus on the Pathfinder Roleplaying Game, having imported many NPCs from the spreadsheet created by Mike Chopswil.
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CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft., sense apostate; Perception +11
AC 16, touch 16, flat-footed 12 (+2 deflection, +4 Dex)
hp 52 (8d8+16)
Fort 4, Ref 6, Will 8
Defensive Abilities channel resistance +4, incorporeal; Immune: undead traits
Weaknesses Razmiri aversion
Speed fly 60 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain and rend faith)
Special Attacks energy drain (1 level, DC 16)
Space 5 ft.; Reach 5 ft.
Str -, Dex 18, Con -, Int 10, Wis 11, Cha 14
Base Atk 6; CMB 10; CMD 22
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Iron Will
Skills Fly +23, Knowledge (religion) +11, Perception +11, Stealth +15
Languages Common, Hallit
Environment any (Razmiran)
Organization solitary, pair, or gang (3-6)
When the souls of the followers of the Living God Razmir reach Pharasma's Court, most are bound for the Inner Court, where their ultimate fate as believers of a false god is decided. These mortal souls are so traumatized by the knowledge of the falseness of their faith that they know only the desire to avenge themselves upon those who so duped them in life. These souls disavow the legitimacy of all gods, and return to the Material Plane to sow their vengeance. An apostasy wraith exists in a state of constant conflict, torn between its burning shame at falling for such duplicity in life and its scorn and hatred toward believers for whom faith proved to be genuine. Their primary motivation is to wreak vengeance upon the false priesthood of Razmir, but that faith's mental conditioning is so effective as to make it difficult for an apostasy wraith to even approach its quarry. If able to overcome its aversion, its wrath is terrible. Otherwise, an apostasy wraith gladly vents its rage upon followers of other gods in an effort to make them see-even if only for a moment-the despair of finding one's faith misplaced.
Source: Inner Sea Bestiary
N Medium fey
Init +1; Senses low-light vision; Perception +10
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 18 (4d6+4)
Fort 2, Ref 7, Will 5
Defensive Abilities DR: 5/cold iron; SR: 13
Speed 30 ft., climb 20 ft.
Melee club +4 (1d6+2) or 2 claws +4 (1d4+2)
Spell-Like Abilities (CL 4th) At will-dancing lights, ventriloquism (DC 13) 3/day-confusion (DC 16) 1/day-dispel magic, entangle (DC 13)
Space 5 ft.; Reach 5 ft.
Str 15, Dex 13, Con 13, Int 10, Wis 12, Cha 14
Base Atk 2; CMB 4; CMD 15
Feats Alertness, Lightning Reflexes
Skills Bluff +7, Climb +15, Escape Artist +6, Knowledge (nature) +5, Perception +10, Perform (singing) +9, Sense Motive +3, Stealth +8, Survival +5
Languages Common, Sylvan
SQ woodland stride
Environment temperate and warm forests
Organization solitary or gang (2-5)
Treasure standard (club, other treasure)
Kapres are peaceful forest- and mountain-dwelling creatures that make their homes in the dense, thick treetops of large trees. If threatened or provoked, however, kapres do not hesitate to fight (especially if their lair or young are threatened). They exist on a diet of plants, small forest game, and nuts and berries. They are adept hunters and fishermen and prefer rabbit, deer, and boar above all other meats. Though they appear to some to be primitive savages, kapres do not eat humanoids and have no love for human flesh. (Rumors speak of a degenerative race of kapres who do in fact enjoy the taste of flesh; these rumors are believed to be stories told by other humanoid races to their children in order to keep them from wandering into the forests alone.) Kapres stand about 7 feet tall with dark hair and dark skin. Clothes are usually well maintained and match the color of their surroundings. Kapres live for up to 250 years. In battle, a kapre uses its confusion and then attacks with a large wooden club, or if unarmed, slashes with its claws. It seeks to drive off its foes rather than kill them if possible. If a battle goes against a kapre, it attempts to take to the trees and flee. If its homeland, mate, or young are threatened however, it fights to the death. Some kapre also wear magical belts that grant them the ability of invisibility.
Source: Tome of Horrors 4
CN Large outsider (chaotic, extraplanar, herald, shapechanger)
Init +9; Senses darkvision 60 ft., low-light vision, scent; Perception +22
Aura alluring scent (30 ft., DC 25, 1 hour)
AC 31, touch 14, flat-footed 26 (+5 Dex, +17 natural, -1 size)
hp 202 (15d10+120)
Fort 17, Ref 16, Will 9
Defensive Abilities DR: 15/lawful; Immune: disease, poison; Resist: electricity 10, fire 10; SR: 26
Speed 50 ft., climb 20 ft., fly 50 ft. (poor)
Melee bite +24 (1d8+9), 2 claws +23 (1d6+9), sting +24 (2d8+9 plus poison)
Special Attacks implant, mind control, poison
Spell-Like Abilities (CL 14th; concentration +19) At will-dimension door, dispel magic, lover's vengeanceISWG, message, neutralize poison, rage, secret speech* 5/day-crushing despair (DC 19), cat's grace, cure moderate wounds, remove disease, suggestion (DC 18), summon swarm, telekinesis, teleport, wall of thorns 1/day-heal, insect plague, scrying (DC 19)
Space 10 ft.; Reach 5 ft.
Str 28, Dex 20, Con 26, Int 18, Wis 18, Cha 20
Base Atk 15; CMB 25; CMD 40 (48 vs. trip)
Feats Combat Reflexes, Hover, Improved Initiative, Lightning Reflexes, Power Attack, Step Up, Weapon Focus (bite), Weapon Focus (sting
Skills Acrobatics +20, Bluff +23, Climb +17, Diplomacy +23, Fly -1, Heal +11, Intimidate +23, Knowledge (history, planes) +15, Knowledge (nature) +12, Perception +22, Perform (dance) +12, Sense Motive +22, Spellcraft +14, Stealth +19
Languages Abyssal, Common, Elven; telepathy 100 ft.
SQ change shape (elf, wasp, or giant wasp; alter self or vermin shape II)
Environment any (Elysium)
The Menotherian is a personification of lust and vengeance. Bereft of morals, she seduces, tricks, or murders any creature necessary to complete whatever mission Calistria sends her to upon. The herald stands 14 feet tall, has a wingspan nearing 30 feet, and weighs 1,400 pounds.
Source: Inner Sea Gods
CE Large monstrous humanoid
Init +0; Senses darkvision 60 ft.; Perception +10
AC 14, touch 9, flat-footed 14 (+5 natural, -1 size)
hp 45 (6d10+12)
Fort +6, Ref +5, Will +5
Defensive Abilities natural cunning
Speed 30 ft.
Melee greataxe +9/+4 (3d6+6/x3) and gore +4 (1d6+4)
Special Attacks powerful charge (gore +11, 2d6+6)
Space 10 ft.; Reach 10 ft.
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Base Atk +6; CMB +11; CMD 21
Feats Great Fortitude, Improved Bull Rush, Power Attack
Skills Intimidate +5, Perception +10, Stealth +2, Survival +10
Environment temperate ruins or underground
Organization solitary, pair, or gang (3-4)
Treasure standard (greataxe, other treasure)
Nothing holds a grudge like a minotaur. Scorned by the civilized races centuries ago and born from a deif ic curse, minotaurs have hunted, slain, and devoured lesser humanoids in retribution for real or imagined slights for as long as anyone can remember. Many cultures have legends of how the first minotaurs were created by vengeful or slighted gods who punished humans by twisting their forms, robbing them of their intellects and beauty, and giving them the heads of bulls. Yet most modern minotaurs hold these legends in contempt and believe that they are not divine mockeries but divine paragons created by a potent and cruel demon lord named Baphomet. The traditional minotaur's lair is a maze, be it a legitimate labyrinth constructed to baff le and confuse, an accidental one such as a city sewer system, or a naturally occurring one such as a tangle of caverns and other underground passageways. Employing their innate cunning, minotaurs use their maze lairs to vex unwary foes who seek them out or who simply stumble into the lairs and become lost, slowly hunting the intruders as they try in vain to find a way out. Only when despair has truly set in does the minotaur move in to strike at its lost victims. When dealing with a group, minotaurs often let one creature escape, to spread the tale of horror and lure others to their mazes in hope of slaying the beasts. Of course, to minotaurs, these would-be heroes make for delicious meals. Minotaurs might also be found in the employ of a more powerful monster or evil creature, serving it so long as they can still hunt and dine as they please. Usually this means guarding some powerful object or valuable location, but it can also be a sort of mercenary work, hunting down the foes of its master. Minotaurs are relatively straightforward combatants, using their horns to horribly gore the nearest living creature when combat begins."
Source: Pathfinder RPG Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
CE Large aberration
Init +4; Senses all-around vision, darkvision 60 ft., tremorsense 60 ft.; Perception +28
AC 24, touch 9, flat-footed 24 (+15 natural, -1 size)
hp 199 (19d8+114)
Fort 14, Ref 8, Will 14
Defensive Abilities DR: 10/piercing or slashing
Speed 30 ft.
Melee 4 slams +20 (2d6+6 plus grab)
Special Attacks absorb body, pain shriek
Space 10 ft.; Reach 10 ft.
Str 22, Dex 10, Con 23, Int 14, Wis 14, Cha 16
Base Atk 14; CMB +21 (+23 bull rush, +25 grapple); CMD 31 (33 vs. bull rush) (can't be tripped)
Feats Blind-Fight, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Lightning Reflexes, Lunge, Power Attack, Vital Strike, Weapon Focus (slam
Skills Climb +19, Escape Artist +15, Intimidate +25, Knowledge (dungeoneering) +20, Perception +28, Sense Motive +24, Stealth +11, Survival +13
Languages Aklo, Common, Undercommon
A corpse orgy is truly a disgusting creature easily mistaken for a pile of rotten corpses. In truth, the creature is a conglomeration of creatures it has killed and absorbed into its body. As parts of the corpse orgy rot away, it replaces them with freshly slain prey. A corpse orgy makes its home in deep subterranean caverns and dungeons. Here it can usually find sanctuary amongst the bone pits and corpse piles of other underground denizens where it bides its time, casually adding fresh "meat" to its obscene framework. In times when food is scarce (which is almost never as there is always a fresh supply of Underdark dwellers or adventurous surface dwellers to whet its appetite), the creature may journey to the surface world to hunt for food. A corpse orgy is not picky when it comes to its diet. If something is living and breathing, it's a perfect target for the corpse orgy. A corpse orgy is a large, undulating mass of rotting corpses, sinew, bones, blood, muscle, mucus, and organs. It resembles an ooze in nature and has no discernible features (other than the corpse parts that make up its form). No one has ever successfully communicated with a corpse orgy. A corpse orgy lies in wait for solitary beings to tread too closely. At the last moment it lashes out murderously with kicking legs, hammering fists and butting heads in an attempt to quickly slay its prey and add its body to its own mass. It often uses its various arms to grapple an opponent, holding it tightly while hammering it with its fists. Copyright Notice Author Scott Greene.
Source: Tome of Horrors Complete
Human fighter 9
LE Medium plant (augmented humanoid)
Init +5; Senses low-light vision; Perception +3
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 90 (9d10+36)
Fort 8, Ref 4, Will +4 (+2 vs. fear)
Defensive Abilities bravery +2; Immune: plant traits
Speed 30 ft.
Melee +2 longsword +19/+14 (1d8+10/17-20)
Ranged mwk light crossbow +12 (1d8+1/19-20/x2)
Special Attacks weapon training (heavy blades +2, crossbows +1)
Space 5 ft.; Reach 5 ft.
Str 19, Dex 13, Con 14, Int 10, Wis 12, Cha 4
Base Atk 9; CMB 13; CMD 24
Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Power Attack, Toughness, Vital Strike, Weapon Focus (longsword), Weapon Specialization (longsword
Skills Climb +13, Perception +3, Ride +10, Sense Motive +3, Swim +13
SQ armor training 2, mimic
Treasure NPC gear (+1 breastplate, heavy steel shield, +2 longsword, mwk light crossbow with 20 bolts, other treasure)
POD-SPAWNED CREATURE (CR 0, -1, OR -2) A creature with the pod-spawned template is a duplicate created by the bodythief. It resembles the original and has all its memories, but can't exhibit sincere emotion. Pod-spawned creatures can't reproduce and remain the same apparent age as their original at the time of replacement. CREATING A POD-SPAWNED CREATURE "Pod-spawned" is an acquired template that can be added to any living creature (referred to hereafter as the base creature). CR: For creatures with no class levels or only NPC class levels, this is the same as that of the base creature. For creatures with PC class levels, this is the same as that of the base creature -1. Creatures with a significant number of spells, spell-like abilities, or supernatural abilities have their CR further reduced by 1. Type: Type changes to plant. Do not recalculate BAB, hit points, saves, or skill ranks. Alignment: Alignment changes to lawful evil. Senses: A pod-spawned creature gains low-light vision. Defensive Abilities: A pod-spawned creature gains plant traits. Special Abilities: The pod-spawned creature gains the mimic ability.
Source: PFRPG Bestiary 4
Most Recently Added NPCs
fighter 8/Hell Knight 4
LE Medium humanoid (elf) (Drow)
Init +3; Senses Perception +10
AC 29, touch 13, flat-footed 23 (+11 armor, +1 deflection, +2 Dex, +1 Dodge, +1 natural, +3 shield)
hp 98 (12d10+20)
Fort +10, Ref +5, Will +3
Defensive Abilities Immune: Sleep; SR: 23
Speed 30 ft.
Melee +1 thundering longsword +21/+16/+11 (1d8+12/19-20)
Hellknight Spell-Like Abilities (CL 12th; concentration +12) At-will—detect chaos 3/day—discern lies
Space Special Attacks censor 1/day, smite chaos 2/day, weapon training (heavy blades +1); Reach 5 ft.
Str 22, Dex 12, Con 12, Int 12, Wis 9, Cha 10
Base Atk +11; CMB 17; CMD 30
Feats Bleeding Critical, Cleave, Combat Reflexes, Critical Focus, Disruptive, Dodge, Greater Weapon Focus (longsword), Intimidating Prowess, Mobility, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Disguise +4, Intimidate +18, Knowledge (local) +12, Knowledge (nobility) +12, Linguistics +6, Perception +10, Ride +5, Sense Motive +12
SQ armor training 2, aura of law, force of will (vs. compulsion), Hell Knight armor 1
Gear Combat Gear potions of cure light wounds (3), potions of cure moderate wounds (2), potion of cure serious wounds; Other Gear +2 Hell Knight plate, +1 thundering longsword, amulet of natural armor +1, cloak of resistance +1, ring of protection +1
Drow Cleric 10
CE Medium humanoid (elf) (Drow)
Init +3; Senses Perception +14
AC 21, touch 10, flat-footed 21 (+11 armor, +1 deflection, -1 Dex)
hp 78 (10d8+30)
Fort +10, Ref +3, Will +12
Defensive Abilities Immune: Sleep; SR: 21
Weaknesses light blindness
Speed 20 ft.
Melee +1 longsword +11/+6 (1d8+5/18-20)
Ranged hand crossbow +7 ranged (1d4 plus poison/19-20)
Special Attacks aura of madness (DC 19, 10 rounds/day), channel negative energy 4/day (DC 16, 5d6), might of the gods (+10, 10 rounds/day)
Cleric Spells Prepared (CL 10th; concentration +14) 5th—flame strike (DC 19), righteous mightD, summon monster V 4th—confusionD (DC 18), cure critical wounds, summon monster IV (2), unholy blight (DC 18) 3rd—blindness/deafness, magic circle against good, magic vestmentD, summon monster III, water breathing 2nd—bull’s strengthD, cure moderate wounds, darkness, shield other, silence (DC 16), summon monster II 1st—bane (DC 15), bless, command (DC 15), cure light wounds, divine favor, enlarge personD (DC 15) 0th (at will)—create water, detect magic, light, mending D Domain spell; Domains Madness, Strength
Domain Spell-Like Abilities (CL 10th; concentration +14) 7/day—strength surge (+5), vision of madness (+/–5)
Space 5 ft.; Reach 5 ft.
Str 16, Dex 12, Con 14, Int 10, Wis 18, Cha 12
Base Atk +7; CMB 10; CMD 20
Feats Augment Summoning, Combat Casting, Heavy Armor Proficiency, Improved Initiative, Power Attack, Spell Focus (conjuration)
Skills Handle Animal +11, Heal +8, Knowledge (nature) +1, Knowledge (religion) +6, Perception +14, Spellcraft +8
Languages Drow, Common, undercommon
Gear Combat Gear potions of invisibility (2); Other Gear +1 full plate, +1 longsword, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1, silver unholy symbol, 110 gp
Cleric level 6
CE Large Undead drider
Init +8; Senses darkvision 120 ft.; Perception +20
AC : 25 (-1 size, +4 Dex, +12 natural)
hp 40 (Hit Dice: 6d12)
Fort +2, Ref +8, Will +9
Defensive Abilities fast healing 5, gaseous form; DR: 10 good + silver; Resist: cold resistance 20, electricity resistance 20, channel resistance +4; SR: 19
Weaknesses vampire weaknesses
Speed 30 ft., climb 15 ft.
Melee Attacks: 2 claws +7 melee (1d8+5 plus energy drain) and bite +5 melee (bite 1d6+2)
Special Attacks Attach, blood drain, energy drain, spell-like abilities, spells, spider mastery, Alternate form
Cleric Spells Prepared: (5/5/5/4; save DC 14 + spell level): 0—detect magic, guidance, read magic, resistance, virtue; 1st— bane, bless, divine favor, obscuring mist, shield of faith*; 2nd— bull’s strength, death knell, desecrate*, hold person, resist elements; 3rd—bestow curse, deeper darkness, invisibility purge, magic circle against good*. *Domain spell. Domains: Evil (cast evil spells at +1 caster level), Retribution (strike of vengeance).
1/day—dancing lights, darkness, detect chaos, detect evil, detect good, detect law, detect magic, faerie fire, levitate. Caster level 6th; save DC 15 + spell level.
Space 10 ft.; Reach 10 ft.
Str 21, Dex 19, Con —, Int 17, Wis 18, Cha 20
Base Atk +6; CMB 9; CMD 21 (33 vs. trip)
Feats Alertness, Ambidexterity, Combat Casting, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Multiattack
Skills Bluff +13, Climb +17, Concentration +7, Hide +18, Listen +20, Move Silently +22, Sense Motive +12, Spellcraft +12, perception +20
Languages Drow, Undercommon
CE Medium Undead
Init +1; Senses darkvision 60 ft., Perception +12
AC 14 (+1 Dex, +3 natural)
hp 65 (Hit Dice: 10d12)
Fort +3, Ref +4, Will +9
Defensive Abilities Acid immunity, electricity resistance 15, fast healing 4, fire resistance 15, turn resistance +2, undead traits; Immune: acid; Resist: electricity 15, fire resistance 15, turn resistance +2
Melee Attacks: 2 slams +9 melee (1d6+3 plus 1d6 acid)
Special Attacks Caustic blood, command undead, horrifying gaze, spit blood 2d6 points of acid damage
Space 5 ft.; Reach 5 ft./5 ft.
Str 16, Dex 13, Con —, Int 13, Wis 14, Cha 15
Base Atk +6; CMB 9; CMD +19
Feats Alertness, Blind-Fight, Power Attack, Weapon Focus (slam)
Skills Climb +16, Hide +14, Listen +10, Move Silently +14, Search +7, Spot +10
Languages Drow, undercommon
fighter 2/Wizard 5
NE Medium humanoid (elf); (Male drow)
Init +7; Senses darkvision 120 ft.; Perception +5
hp 40 (HD 2d10+2 plus 5d6+5;)
Fort +5, Ref +4, Will +4
Defensive Abilities Immune: Sleep; SR: 13
Weaknesses light blindness
Speed Spd 30 ft.
Melee +9 melee (2d4+2, +1spiked chain)
Ranged +7 ranged (1d4/19-20 plus poison, hand crossbow)
Spells Prepared (4/4/3/2; save DC 13 + spell level; 10% chance of arcane spell failure): 0—detect magic, disrupt undead, read magic, resistance; 1st—feather fall, magic missile (2), true strike; 2nd—invisibility, levitate, see invisibility; 3rd—fly, Howling Agony.
0—arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st—alarm, endure elements, feather fall, magic missile, spider climb, true strike; 2nd—blur, cat’s grace, invisibility, levitate, see invisibility, web; 3rd—dispel magic, fly, gust of wind, haste, lightning bolt, Howling Agony.
Space 5; Reach 10
Str 12, Dex 16, Con 12, Int 17, Wis 10, Cha 10.
Base Atk +4; CMB 5; CMD +18
Feats Scribe Scroll, Spell Focus (Transmutation), Still Spell, Weapon Finesse (spiked chain), Weapon Focus (spiked chain).
Skills Climb +7, Concentration +8, Jump +5, Knowledge (arcana) +10, Listen +4, Search +5, Spellcraft +10, Spot +6; Exotic Weapon Proficiency (spiked chain), Improved Initiative, Scribe
Gear Mithral shirt, ring of protection +1, +1 spiked chain, potion of haste, potion of cat's grace, hand crossbow, 1d6-2 doses of drow poison
expert 4/fighter 5
LE Medium humanoid ( (Duergar)
Init +4; Senses darkvision 120 ft; Perception +1
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 63 (9 HD; 4d8+5d10+18)
Fort +7, Ref +6, Will +6
Defensive Abilities bravery +1; Immune: paralysis, phantasms, poison
Weaknesses light sensitivity
Speed 20 ft.
Melee 1 shortsword +15/+10 (1d6+6/17-20) or +1 shortsword +13/+8 (1d6+6/17-20), +1 shortsword +13/+8 (1d6+5/17-20) or +1 shortsword +13/+8 (1d6+6/17-20), mwk whip +11 (1d3+1 nonlethal)
Ranged mwk heavy crossbow +13 (1d10/19-20)
Special Attacks weapon training (light blades +1)
Spell-Like Abilities (CL 3rd) 1/day—enlarge person (self only), invisibility (self only)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Str 14, Dex 18, Con 14, Int 8, Wis 12, Cha 10
Base Atk +8; CMB 10; CMD 24
Feats Athletic, Exotic Weapon Proficiency (whip), Improved Critical (shortsword), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (shortsword), Weapon Specialization (shortsword)
Skills Acrobatics +13, Climb +10, Craft (ships) +5, Intimidate +5, Knowledge (geography) +3, Knowledge (nature) +3, Linguistics +3, Perception +10, Perform (sing) +4, Perform (wind) +4, Profession (sailor) +12, Survival +5, Swim +13
Languages Duergar, Undercommon
SQ armor training 1
Gear potion of spiderclimb, Bull's strength; +1 breastplate, +1 shortswords (2), masterwork heavy crossbow with 10 bolts, masterwork whip, ring of swimming, everburning torch