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Beren One-Hand
2007-12-01, 04:00 PM
In one of the games I'm currently in my character is a Cleric turned Thaumaturgist, so I decided to write up the statistics for all the monsters able to be summoned in the SRD, including the stat adjustments from Augmented Summoning. I'm pretty sure (90%+) that everything is as it should be, but if anyone is looking for something to kill time, I'd appreciate a second pair of eyes to double check them.

Summoned Monsters (adjusted for Augmented Summoning - +4 STR & +4 CON)
Note: Summoned creatures cannot use any summoning, teleporting, or planar traveling abilities, so these abilities have been struck thru
Note 2: If there is a descriptor after the name, that indicates the descriptors for the Summon Monster spell when summoning that particular creature.

Summon Monster I
Celestial Dog
Small Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+4 (8 hp)
Speed 40 ft. (8 squares)
Init: +3
AC 15; touch 14; flat-footed 12
(+1 Size, +3 Dex, +1 Natural)
BAB +0; Grp -1
Attack Bite +4 melee (1d4+4)
Full-Attack Bite +4 melee (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 6
Saves Fort +6 Ref +5 Will +1
Abilities Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills Jump +9, Listen +5, Spot +5, Survival +1*
Feats Alertness, TrackB
Challenge Rating 1/3
Alignment Lawful Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Celestial Owl
Tiny Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+2 (6 hp)
Speed 10 ft. (2 squares); fly 40 ft. (average)
Init: +3
AC 17; touch 15; flat-footed 14
(+2 Size, +3 Dex, +2 Natural)
BAB +0; Grp -9
Attack Talons +5 melee (1d4-1)
Full-Attack Talons +5 melee (1d4-1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, spell resistance: 6
Saves Fort +4 Ref +5 Will +2
Abilities Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills Listen +16, Move Silently +17, Spot +8*
Feats Alertness, Weapon FinesseB
Challenge Rating 1/4
Alignment Lawful Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Celestial Giant Fire Beetle
Small Magical Beast (Augmented Vermin, Extraplanar)
HD 1d8+2 (6 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 16; touch 11; flat-footed 16
(+1 Size, +5 Natural)
BAB +0; Grp -2
Attack Bite +3 melee (2d4+3)
Full-Attack Bite +3 melee (2d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', spell resistance: 6
Saves Fort +4 Ref +0 Will +0
Abilities Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills -
Feats -
Challenge Rating 1/3
Alignment Neutral Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Celestial Porpoise
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 2d8+6 (15 hp)
Speed Swim 80 ft. (16 squares)
Init: +3
AC 15; touch 13; flat-footed 12
(+3 Dex, +2 Natural)
BAB +1; Grp +1
Attack Slam +4 melee (2d4+3)
Full-Attack Slam +4 melee (2d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, blindsight: 120', darkvision: 60', low-light vision, hold breath, spell resistance: 7
Saves Fort +6 Ref +6 Will +1
Abilities Str 15, Dex 17, Con 17, Int 3, Wis 12, Cha 6
Skills Listen +8*, Spot +7*, Swim +8
Feats Weapon Finese
Challenge Rating 1/2
Alignment Neutral Good

Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score (102 rounds) before it risks drowning.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 2 extra damage against an evil foe.

Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Celestial Badger
Small Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+4 (8 hp)
Speed 30 ft. (6 squares), burrow 10 ft.
Init: +3
AC 15; touch 14; flat-footed 12
(+1 Size, +3 Dex, +1 Natural)
BAB +0; Grp -3
Attack Claw +4 melee (1d2+1)
Full-Attack 2 claws +4 melee (1d2+1) and bite -1 melee (1d3)
Space 5 ft.; Reach 5 ft.
Special Attacks Rage, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 6
Saves Fort +6 Ref +5 Will +1
Abilities Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats TrackB, Weapon FinesseB
Challenge Rating 1/2
Alignment Chaotic Good

Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Skills: A badger has a +4 racial bonus on Escape Artist checks.

Celestial Monkey
Tiny Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+2 (6 hp)
Speed 30 ft. (6 squares); climb 30 ft.
Init: +2
AC 14; touch 14; flat-footed 12
(+2 Size, +2 Dex)
BAB +0; Grp -10
Attack Bite +4 melee (1d3-2)
Full-Attack Bite +4 melee (1d3-2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, spell resistance: 6
Saves Fort +4 Ref +4 Will +1
Abilities Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5
Skills Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats Agile, Weapon FinesseB
Challenge Rating 1/6
Alignment Chaotic Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Fiendish Dire Rat
Small Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+3 (7 hp)
Speed 40 ft. (8 squares), climb 20 ft.
Init: +3
AC 15; touch 14; flat-footed 12
(+1 Size, +3 Dex, +1 Natural)
BAB +0; Grp -2
Attack Bite +4 melee (1d4+3 plus disease)
Full-Attack Bite +4 melee (1d4+3 plus disease)
Space 5 ft.; Reach 5 ft.
Special Attacks Disease, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 6
Saves Fort +5 Ref +5 Will +3
Abilities Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4
Skills Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats Alertness, Weapon FinesseB
Challenge Rating 1/3
Alignment Lawful Evil

Disease (Ex): Filth fever—bite, Fortitude DC 13, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Smite Good (Su): Once per day a it can make a normal melee attack to deal 1 extra damage against a good foe.

Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.

Fiendish Raven
Tiny Magical Beast (Augmented Animal, Extraplanar)
HD 1/4 d8+2 (3 hp)
Speed 10 ft. (2 squares), fly 40 ft. (average)
Init: +2
AC 14; touch 14; flat-footed 12
(+2 Size, +2 Dex)
BAB +0; Grp -11
Attack Claws +4 melee (1d2-3)
Full-Attack Claws +4 melee (1d2-3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, spell resistance: 6
Saves Fort +4 Ref +4 Will +2
Abilities Str 5, Dex 15, Con 14, Int 3, Wis 14, Cha 6
Skills Listen +5, Spot +7
Feats Alertness, Weapon FinesseB
Challenge Rating 1/6
Alignment Lawful Evil

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Fiendish Monstrous Centipede, medium
Medium Magical Beast (Augmented Vermin, Extraplanar)
HD 1d8+2 (6 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +2
AC 14; touch 12; flat-footed 12
(+2 Dex, +2 Natural)
BAB +0; Grp +1
Attack Bite +2 melee (1d6+1 plus poison)
Full-Attack Bite +2 melee (1d6+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 6
Saves Fort +4 Ref +2 Will +0
Abilities Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills Climb +10, Hide +10, Spot +4
Feats Weapon FinesseB
Challenge Rating 1/2
Alignment Neutral Evil

Poison (Ex): A monstrous centipede has a poisonous bite. It deals 1d3 Dex initial and secondary damage (Save DC 12). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Fiendish Monstrous Scorpion, small
Small Magical Beast (Augmented Vermin, Extraplanar)
HD 1d8+4 (8 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 14; touch 11; flat-footed 14
(+1 Size, +3 Natural)
BAB +0; Grp -3
Attack Claw +2 melee (1d3+1)
Full-Attack 2 Claws +2 melee (1d3+1) and Sting -3 melee (1d3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Constrict 1d3+1, Improved Grab, Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 6, tremorsense 60'
Saves Fort +4 Ref +0 Will +0
Abilities Str 13, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +3, Hide +8, Spot +4
Feats Weapon FinesseB
Challenge Rating 1/2
Alignment Neutral Evil

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. It deals 1d2 Con initial and secondary damage (Save DC is 14). The save DC is Constitution- based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Fiendish Hawk
Tiny Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+2 (6 hp)
Speed 10 ft. (2 squares), fly 60 ft. (average)
Init: +3
AC 17; touch 15; flat-footed 14
(+2 Size, +3 Dex, +2 Natural)
BAB +0; Grp -8
Attack Talons +5 melee (1d4)
Full-Attack Talons +5 melee (1d4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, spell resistance: 6
Saves Fort +4 Ref +5 Will +2
Abilities Str 10, Dex 17, Con 14, Int 3, Wis 14, Cha 6
Skills Listen +4, Spot +16
Feats Alertness, Weapon FinesseB
Challenge Rating 1/3
Alignment Chaotic Evil

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Skills: Hawks have a +8 racial bonus on Spot checks.

Fiendish Monstrous Spider, small
Small Magical Beast (Augmented Vermin, Extraplanar)
HD 1d8+2 (6 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +3
AC 14; touch 14; flat-footed 11
(+1 Size, +3 Dex)
BAB +0; Grp -4
Attack Bite +4 melee (1d4 plus poison)
Full-Attack Bite +4 melee (1d4 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 6, tremorsense 60'
Saves Fort +4 Ref +3 Will +0
Abilities Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills Climb +11, Hide +11*, Jump +0*, Spot +4*
Feats Weapon FinesseB
Challenge Rating 1/2
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 1d3 Str damage (Fort save DC 12). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 2 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Fiendish Octopus
Small Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 2d8+4 (13 hp)
Speed 20 ft. (4 squares), swim 30 ft.
Init: +3
AC 16; touch 14; flat-footed 13
(+1 Size, +3 Dex, +2 Natural)
BAB +1; Grp +4
Attack Arms +5 melee (0)
Full-Attack Arms +5 melee (0) and bite +0 melee (1d3+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', ink cloud, jet, low-light vision, spell resistance: 7
Saves Fort +5 Ref +6 Will +1
Abilities Str 16, Dex 17, Con 15, Int 3, Wis 12, Cha 3
Skills Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats Weapon Finesse
Challenge Rating 1
Alignment Chaotic Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su): Once per day it can make a normal melee attack to deal 2 extra damage against a good foe.

Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Viper, small
Small Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+2 (6 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +7
AC 17; touch 14; flat-footed 14
(+1 Size, +3 Dex, +3 Natural)
BAB +0; Grp -4
Attack Bite +4 melee (1d2 plus poison)
Full-Attack Bite +4 melee (1d2 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', scent, spell resistance: 6
Saves Fort +4 Ref +5 Will +1
Abilities Str 10, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats Improved Initiative, Weapon FinesseB
Challenge Rating 1/2
Alignment Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. (Fort save 12) The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 1 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Summon Monster II
Celestial Giant Bee
Medium Magical Beast (Augmented Vermin, Extraplanar)
HD 3d8+6 (19 hp)
Speed 20 ft. (4 squares), fly 80 ft. (good)
Init: +2
AC 14; touch 12; flat-footed 12
(+2 Dex, +2 Natural)
BAB +2; Grp +4
Attack Sting +4 melee (1d4+3 plus poison)
Full-Attack Sting +4 melee (1d4+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', spell resistance: 8
Saves Fort +5 Ref +3 Will +2
Abilities Str 15, Dex 14, Con 15, Int 3, Wis 12, Cha 9
Skills Spot +5, Survival +1*
Feats -
Challenge Rating 1
Alignment Lawful Good

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 3 extra damage against an evil foe.

Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

Celestial Giant Bombardier Beetle
Medium Magical Beast (Augmented Vermin, Extraplanar)
HD 2d8+8 (17 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 16; touch 10; flat-footed 16
(+6 Natural)
BAB +1; Grp +4
Attack Bite +4 melee (1d4+4)
Full-Attack Bite +4 melee (1d4+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Acid Spray, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', spell resistance: 7
Saves Fort +7 Ref +0 Will +0
Abilities Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 9
Skills -
Feats -
Challenge Rating 2
Alignment Neutral Good

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 15 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 2 extra damage against an evil foe.

Celestial Riding Dog
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 2d8+8 (17 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 16; touch 12; flat-footed 14
(+2 Dex, +4 Natural)
BAB +1; Grp +5
Attack Bite +5 melee (1d6+6)
Full-Attack Bite +5 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 7
Saves Fort +7 Ref +5 Will +1
Abilities Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills Jump +10, Listen +5, Swim +5, Survival +1*
Feats Alertness, TrackB
Challenge Rating 1
Alignment Neutral Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 2 extra damage against an evil foe.

Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Celestial Eagle
Small Magical Beast (Augmented Animal, Extraplanar)
HD 1d8+3 (7 hp)
Speed 10 ft. (2 squares), fly 80 ft. (average)
Init: +2
AC 14; touch 13; flat-footed 12
(+1 Size, +2 Dex, +1 Natural)
BAB +0; Grp -2
Attack Talon +3 melee (1d4+2)
Full-Attack 2 talons +3 melee (1d4+2) and bite -2 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, spell resistance: 6
Saves Fort +5 Ref +4 Will +2
Abilities Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6
Skills Listen +4, Spot +16
Feats Alertness, Weapon FinesseB
Challenge Rating 1/2
Alignment Chaotic Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 1 extra damage against an evil foe.

Skills: Eagles have a +8 racial bonus on Spot checks.

Lemure (devil) [Evil, Lawful]
Medium Outsider (Evil, Extraplanar, Lawful)
HD 2d8+4 (13 hp)
Speed 20 ft. (4 squares)
Init: +0
AC 14; touch 10; flat-footed 14
(+4 Natural)
BAB +2; Grp +4
Attack Claw +4 melee (1d4+2)
Full-Attack 2 claws +4 melee (1d4+2)
Space 5 ft.; Reach 5 ft.
Special Attacks -
Special Qualities Damage reduction 5/good or silver, darkvision 60', immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness
Saves Fort +3 Ref +3 Will +3
Abilities Str 14, Dex 10, Con 14, Int -, Wis 11, Cha 5
Skills -
Feats -
Challenge Rating 1
Alignment Lawful Evil

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Fiendish Squid
Medium Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 3d8+6 (19 hp)
Speed Swim 60 ft. (12 squares)
Init: +3
AC 16; touch 13; flat-footed 13
(+3 Dex, +3 Natural)
BAB +2; Grp +10*
Attack Arms +6 melee (0)
Full-Attack Arms +6 melee (0) and Bite +1 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', ink cloud, jet, low-light vision, spell resistance: 8
Saves Fort +5 Ref +6 Will +2
Abilities Str 18, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills Listen +7, Spot +7, Swim +12
Feats Alertness, Endurance
Challenge Rating 1
Alignment Lawful Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Wolf
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 2d8+8 (17 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 14; touch 12; flat-footed 12
(+2 Dex, +2 Natural)
BAB +1; Grp +2
Attack Bite +5 melee (1d6+4)
Full-Attack Bite +5 melee (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Good, Trip
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 7
Saves Fort +7 Ref +5 Will +1
Abilities Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats TrackB, Weapon Focus (bite)
Challenge Rating 1
Alignment Lawful Evil

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Smite Good (Su): Once per day it can make a normal melee attack to deal 2 extra damage against a good foe.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Shark, medium
Medium Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 3d8+9 (22 hp)
Speed Swim 60 ft. (12 squares)
Init: +2
AC 15; touch 12; flat-footed 13
(+2 Dex, +3 Natural)
BAB +2; Grp +3
Attack Bite +5 melee (1d6+4)
Full-Attack Bite +5 melee (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Good
Special Qualities Blindsense, Cold/Fire resistance: 5, darkvision: 60', keen scent, spell resistance: 8
Saves Fort +6 Ref +5 Will +2
Abilities Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Skills Listen +6, Spot +6, Swim +11
Feats Alertness, Weapon Finesse
Challenge Rating 1
Alignment Neutral Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Monstrous Centipede, large
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 3d8+6 (19 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +2
AC 14; touch 11; flat-footed 12
(-1 size, +2 Dex, +3 Natural)
BAB +2; Grp +9
Attack Bite +4 melee (1d8+4 plus poison)
Full-Attack Bite +4 melee (1d8+4 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 8
Saves Fort +5 Ref +3 Will +1
Abilities Str 17, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills Climb +13, Hide +6, Spot +4
Feats Weapon FinesseB
Challenge Rating 1
Alignment Neutral Evil

Poison (Ex): A monstrous centipede has a poisonous bite. It deals 1d4 Dex initial and secondary damage (Save DC 13). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

Fiendish Monstrous Scorpion, medium
Medium Magical Beast (Augmented Vermin, Extraplanar)
HD 2d8+8 (17 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 14; touch 10; flat-footed 14
(+4 Natural)
BAB +1; Grp +4
Attack Claw +4 melee (1d4+3)
Full-Attack 2 Claws +4 melee (1d4+3)
and Sting -1 melee (1d4+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Constrict 1d4+3, Improved Grab, Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 7, tremorsense 60'
Saves Fort +7 Ref +0 Will +0
Abilities Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +7, Hide +4, Spot +4
Feats -
Challenge Rating 1
Alignment Neutral Evil

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. It deals 1d3 Con initial and secondary damage (Save DC is 15). The save DC is Constitution- based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 2 extra damage against a good foe.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Fiendish Monstrous Spider, medium
Medium Magical Beast (Augmented Vermin, Extraplanar)
HD 2d8+6 (15 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +3
AC 14; touch 13; flat-footed 11
(+3 Dex, +1 Natural)
BAB +1; Grp +3
Attack Bite +4 melee (1d6+3 plus poison)
Full-Attack Bite +4 melee (1d6+3 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 5, darkvision: 60', spell resistance: 7, tremorsense 60'
Saves Fort +6 Ref +3 Will +0
Abilities Str 15, Dex 17, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +11, Hide +11*, Jump +2*, Spot +4*
Feats Weapon FinesseB
Challenge Rating 1
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 1d4 Str damage (Fort save DC 14). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 2 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst it with a Strength check (DC 18). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Fiendish Viper, medium
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 2d8+4 (13 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +7
AC 16; touch 13; flat-footed 13
(+3 Dex, +3 Natural)
BAB +1; Grp +2
Attack Bite +4 melee (1d4+1 plus poison)
Full-Attack Bite +4 melee (1d4+1 plus poison)
Space 5 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', scent, spell resistance: 7
Saves Fort +5 Ref +6 Will +1
Abilities Str 12, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats Improved Initiative, Weapon FinesseB
Challenge Rating 1
Alignment Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. (Fort save 13) The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 2 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Beren One-Hand
2007-12-01, 04:02 PM
Summon Monster III
Celestial Black Bear
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+12 (25 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 13; touch 11; flat-footed 12
(+1 Dex, +2 Natural)
BAB +2; Grp +8
Attack Claw +8 melee (1d4+6)
Full-Attack 2 Claws +8 melee (1d4+6) and bite +3 melee (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +7 Ref +4 Will +2
Abilities Str 23, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills Climb +6, Listen +4, Spot +4, Swim +10
Feats Endurance, Run
Challenge Rating 2
Alignment Lawful Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 3 extra damage against an evil foe.

Skills: A black bear has a +4 racial bonus on Swim checks.

Celestial Bison
Large Magical Beast (Augmented Animal, Extraplanar)
HD 5d8+25 (47 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 13; touch 9; flat-footed 13
(-1 Size, +4 Natural)
BAB +3; Grp +15
Attack Gore +10 melee (1d8+12)
Full-Attack Gore +10 melee (1d8+12)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Evil, Stampede
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 10
Saves Fort +9 Ref +4 Will +1
Abilities Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4
Skills Listen +7, Spot +5
Feats Alertness, Endurance
Challenge Rating 3
Alignment Neutral Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 5 extra damage against an evil foe.

Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 20 half). The save DC is Strength-based.

All natural attacks are considered magic weapons to overcome damage reduction.

Celestial Dire Badger
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+21 (49 hp)
Speed 30 ft. (6 squares), burrow 10 ft.
Init: +3
AC 16 touch 13; flat-footed 13
(+3 Dex, +3 Natural)
BAB +2; Grp +6
Attack Claw +6 melee (1d4+4)
Full-Attack 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space 10 ft.; Reach 5 ft.
Special Attacks Rage, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +9 Ref +6 Will +4
Abilities Str 18, Dex 17, Con 23, Int 3, Wis 12, Cha 10
Skills Listen +6, Spot +6
Feats Alertness, Toughness, TrackB
Challenge Rating 2
Alignment Chaotic Good

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 3 extra damage against an evil foe.

Celestial Hippogriff
Large Magical Beast (Extraplanar)
HD 3d10+15 (31 hp)
Speed 50 ft. (10 squares), fly 100 ft. (average)
Init: +2
AC 15; touch 11; flat-footed 13
(-1 Size, +2 Dex, +4 Natural)
BAB +3; Grp +13
Attack Claw +8 melee (1d4+6)
Full-Attack 2 claws +8 melee (1d4+6) and bite +3 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +8 Ref +5 Will +2
Abilities Str 22, Dex 15, Con 20, Int 3, Wis 13, Cha 8
Skills Listen +4, Spot +8
Feats Dodge, Wingover
Challenge Rating 2
Alignment Chaotic Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 3 extra damage against an evil foe.

Skills: Hippogriffs have a +4 racial bonus on Spot checks.

Air Elemental, small [Air]
Small Elemental (Air, Extraplanar)
HD 2d8+4 (13 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +7
AC 17; touch 14; flat-footed 14
(+1 Size, +3 Dex, +3 Natural)
BAB +1; Grp -1
Attack Slam +5 melee (1d4+3)
Full-Attack Slam +5 melee (1d4+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Darkvision: 60', elemental traits
Saves Fort +2 Ref +6 Will +0
Abilities Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills Listen +2, Spot +3
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating 1
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 20 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d4 damage) and may be lifted into the air. An affected creature must succeed on a DC 13 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental, small [Earth]
Small Elemental (Earth, Extraplanar)
HD 2d8+6 (15 hp)
Speed 20 ft. (4 squares)
Init: -1
AC 17; touch 10; flat-footed 17
(+1 Size, -1 Dex, +7 Natural)
BAB +1; Grp +2
Attack Slam +7 melee (1d6+7)
Full-Attack Slam +7 melee (1d6+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Earth mastery, push
Special Qualities Darkvision: 60', earth glide, elemental traits
Saves Fort +6 Ref -1 Will +0
Abilities Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +2
Feats Power Attack
Challenge Rating 1
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, small [Fire]
Small Elemental (Fire, Extraplanar)
HD 2d8+4 (13 hp)
Speed 50 ft. (10 squares)
Init: +5
AC 15; touch 12; flat-footed 14
(+1 Size, +1 Dex, +3 Natural)
BAB +1; Grp -1
Attack Slam +5 melee (1d4+3 plus 1d4 fire)
Full-Attack Slam +5 melee (1d4+3 plus 1d4 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Burn
Special Qualities Darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +2 Ref +4 Will +0
Abilities Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Skills Listen +2, Spot +3
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Challenge Rating 1
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 13) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, small [Water]
Small Elemental (Water, Extraplanar)
HD 2d8+6 (15 hp)
Speed 20 ft. (4 squares), swim 90 ft.
Init: +0
AC 17; touch 11; flat-footed 17
(+1 Size, +6 Natural)
BAB +1; Grp +1
Attack Slam +6 melee (1d6+6)
Full-Attack Slam +6 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Darkvision: 60', elemental traits
Saves Fort +6 Ref +0 Will +0
Abilities Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Skills Listen +2, Spot +3
Feats Power Attack
Challenge Rating 1
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 10 feet long) and stop larger vessels (up to 20 feet long). Even large ships (up to 40 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 2).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 20 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 15) when it comes into contact with the vortex or take 1d4 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Ape
Large Magical Beast (Augmented Animal, Extraplanar)
HD 4d8+19 (30 hp)
Speed 30 ft. (6 squares), climb 30 ft.
Init: +2
AC 14; touch 11; flat-footed 12
(-1 Size, +2 Dex, +3 Natural)
BAB +3; Grp +14
Attack Claw +9 melee (1d6+7)
Full-Attack 2 claws +9 melee (1d6+7) and bite +4 melee (1d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 9
Saves Fort +8 Ref +6 Will +2
Abilities Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Skills Climb +16, Listen +6, Spot +6
Feats Alertness, Toughness
Challenge Rating 3
Alignment Lawful Evil

Smite Good (Su): Once per day it can make a normal melee attack to deal 4 extra damage against a good foe.

Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Dire Weasel
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+6 (19 hp)
Speed 40 ft. (8 squares)
Init: +4
AC 16; touch 14; flat-footed 12
(+4 Dex, +2 Natural)
BAB +2; Grp +6
Attack Bite +6 melee (1d6+6)
Full-Attack Bite +6 melee (1d6+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Attach, Blood Drain, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +5 Ref +7 Will +4
Abilities Str 18, Dex 19, Con 14, Int 3, Wis 12, Cha 11
Skills Hide +8, Listen +3, Move Silently +8, Spot +5
Feats Alertness, Stealthy, Weapon FinesseB
Challenge Rating 2
Alignment Lawful Evil

Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.

Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Hellhound [Evil, Fire, Lawful]
Medium Outsider (Evil, Extraplanar, Fire, Lawful)
HD 4d8+12 (30 hp)
Speed 40 ft. (8 squares)
Init: +5
AC 16; touch 11; flat-footed 15
(+1 Dex, +5 Natural)
BAB +4; Grp +7
Attack Bite +7 melee (1d8+4 plus 1d6 fire)
Full-Attack Bite +7 melee (1d8+4 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath Weapon, Fiery Bite
Special Qualities Darkvision: 60', immunity to fire, scent, vulnerability to cold
Saves Fort +7 Ref +5 Will +4
Abilities Str 17, Dex 13, Con 17, Int 6, Wis 10, Cha 6
Skills Hide +13, Jump +15, Listen +7, Move Silently +13, Spot +7, Survival +7*
Feats Improved Initiative, Run, TrackB
Challenge Rating 3
Alignment Lawful Evil

A hell hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 15 half. The save DC is Constitution-based.

Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Fiendish Constrictor Snake
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+12 (25 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +3
AC 15; touch 13; flat-footed 12
(+3 Dex, +2 Natural)
BAB +2; Grp +7
Attack Bite +7 melee (1d3+7)
Full-Attack Bite +7 melee (1d3+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Constrict 1d3+7, Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', scent, spell resistance: 8
Saves Fort +6 Ref +6 Will +2
Abilities Str 21, Dex 17, Con 17, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +16, Hide +10, Listen +7, Spot +7, Swim +13
Feats Alertness, Toughness
Challenge Rating 2
Alignment Lawful Evil

Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+7 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Boar
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+18 (31 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 16; touch 10; flat-footed 16
(+6 Natural)
BAB +2; Grp +6
Attack Gore +6 melee (1d8+6)
Full-Attack Gore +6 melee (1d8+6)
Space 5 ft.; Reach 5 ft.
Special Attacks Ferocity, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +8 Ref +3 Will +2
Abilities Str 19, Dex 10, Con 21, Int 3, Wis 13, Cha 4
Skills Listen +7, Spot +5
Feats Alertness, Toughness
Challenge Rating 2
Alignment Neutral Evil

Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Fiendish Dire Bat
Large Magical Beast (Augmented Animal, Extraplanar)
HD 4d8+20 (38 hp)
Speed 20 ft. (4 squares), fly 40 ft. (good)
Init: +6
AC 20; touch 15; flat-footed 14
(-1 Size, +6 Dex, +5 Natural)
BAB +3; Grp +12
Attack Bite +7 melee (1d8+7)
Full-Attack Bite +7 melee (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Good
Special Qualities Blindsense 40', Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 9
Saves Fort +9 Ref +10 Will +6
Abilities Str 21, Dex 22, Con 21, Int 3, Wis 14, Cha 6
Skills Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats Alertness, Stealthy
Challenge Rating 3
Alignment Neutral Evil

Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Smite Good (Su): Once per day it can make a normal melee attack to deal 4 extra damage against a good foe.

Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Centipede, huge
Huge Magical Beast (Augmented Vermin, Extraplanar)
HD 6d8+18 (45 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +2
AC 16; touch 10; flat-footed 14
(-2 size, +2 Dex, +6 Natural)
BAB +4; Grp +17
Attack Bite +7 melee (2d6+7 plus poison)
Full-Attack Bite +7 melee (2d6+7 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 11
Saves Fort +8 Ref +4 Will +2
Abilities Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +13, Hide +2, Spot +4
Feats -
Challenge Rating 3
Alignment Neutral Evil

Poison (Ex): A monstrous centipede has a poisonous bite. It deals 1d6 Dex initial and secondary damage (Save DC 16). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 6 extra damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Crocodile
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+12 (28 hp)
Speed 20 ft. (4 squares), swim 30 ft.
Init: +1
AC 15; touch 11; flat-footed 14
(+1 Dex, +4 Natural)
BAB +2; Grp +8
Attack Bite +8 melee (1d8+9) or tail slap +8 (1d12+9)
Full-Attack Bite +8 melee (1d8+9) or tail slap +8 (1d12+9)
Space 5 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', hold breath, low-light vision, spell resistance: 8
Saves Fort +8 Ref +4 Will +2
Abilities Str 23, Dex 12, Con 21, Int 3, Wis 12, Cha 2
Skills Hide +7*, Listen +4, Spot +4, Swim +14
Feats Alertness, Skill Focus (Hide)
Challenge Rating 2
Alignment Chaotic Evil

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score (84 rounds) before it risks drowning.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Dretch (demon) [Chaotic, Evil]
Small Outsider (Chaotic, Extraplanar, Evil)
HD 2d8+8 (17 hp)
Speed 20 ft. (4 squares)
Init: +0
AC 16; touch 11; flat-footed 16
(+1 Size, +5 Natural)
BAB +2; Grp +1
Attack Claw +6 melee (1d6+3)
Full-Attack 2 claws +6 melee (1d6+3) and bite +4 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, summon demon
Special Qualities Damage reduction 5/cold iron or good, darkvision: 60', immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves Fort +7 Ref +3 Will +3
Abilities Str 16, Dex 10, Con 18, Int 5, Wis 11, Cha 11
Skills Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats Multiattack
Challenge Rating 2
Alignment Chaotic Evil

A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: 1/day — scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.

[b]Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

Fiendish Viper, large
Large Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+6 (19 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +7
AC 15; touch 12; flat-footed 12
(-1 Size, +3 Dex, +3 Natural)
BAB +2; Grp +8
Attack Bite +4 melee (1d4+3 plus poison)
Full-Attack Bite +4 melee (1d4+3 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', scent, spell resistance: 8
Saves Fort +5 Ref +6 Will +2
Abilities Str 14, Dex 17, Con 15, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +10
Feats Improved Initiative, Weapon Finesse
Challenge Rating 2
Alignment Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. (Fort save 13) The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Wolverine
Medium Magical Beast (Augmented Animal, Extraplanar)
HD 3d8+21 (34 hp)
Speed 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Init: +2
AC 14; touch 12; flat-footed 12
(+2 Dex, +2 Natural)
BAB +2; Grp +6
Attack Claw +6 melee (1d4+4)
Full-Attack 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Rage, Smite Good
Special Qualities Cold/Fire resistance: 5, darkvision: 60', low-light vision, scent, spell resistance: 8
Saves Fort +9 Ref +5 Will +2
Abilities Str 18, Dex 15, Con 23, Int 3, Wis 12, Cha 10
Skills Climb +12, Listen +6, Spot +6
Feats Alertness, Toughness, TrackB
Challenge Rating 2
Alignment Chaotic Evil

Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.

Smite Good (Su): Once per day it can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Beren One-Hand
2007-12-01, 04:05 PM
Summon Monster IV
Lantern Archon [Good, Lawful]
Small Outsider (Archon, Extraplanar, Good, Lawful)
HD 1d8+2 (6 hp)
Speed Fly 60 ft. (perfect)(12 squares)
Init: +4
AC 15; touch 11; flat-footed 15
(+1 Size, +5 Natural)
BAB +1; Grp -6
Attack Light ray +2 ranged touch (1d6)
Full-Attack 2 Light rays +2 ranged touch (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Aura of menance, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves Fort +4(+8 vs poison) Ref +2 Will +2
Abilities Str 5, Dex 11, Con 14, Int 6, Wis 11, Cha 10
Skills Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats Improved Initiative
Challenge Rating 2
Alignment Lawful Good

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 12) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 1). (The defensive benefits from the circle are not included in an archon’s statistics block.)

Spell-Like Abilities: At will — aid, detect evil, continual flame. Caster level 3rd.

Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Celestial Giant Owl
Large Magical Beast (Extraplanar)
HD 4d10+12 (34 hp)
Speed 10 ft. (2 squares), fly 70 ft. (average)
Init: +3
AC 15; touch 12; flat-footed 12
(-1 Size, +3 Dex, +3 Natural)
BAB +4; Grp +14
Attack Claw +9 melee (1d6+6)
Full-Attack 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', superior low-light vision, spell resistance: 9
Saves Fort +7 Ref +7 Will +3
Abilities Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 10
Skills Knowledge(Nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats Alertness, Wingover
Challenge Rating 4
Alignment Lawful Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 4 extra damage against an evil foe.

Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.

Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.

All natural attacks are considered magic weapons to overcome damage reduction.

Celestial Giant Eagle
Large Magical Beast (Extraplanar)
HD 4d10+12 (34 hp)
Speed 10 ft. (2 squares), fly 80 ft. (average)
Init: +3
AC 15; touch 12; flat-footed 12
(-1 Size, +3 Dex, +3 Natural)
BAB +4; Grp +14
Attack Claw +9 melee (1d6+6)
Full-Attack 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, evasion, spell resistance: 9
Saves Fort +7 Ref +7 Will +3
Abilities Str 22, Dex 17, Con 16, Int 10, Wis 14, Cha 10
Skills Knowledge(Nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats Alertness, Flyby Attack
Challenge Rating 4
Alignment Chaotic Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 4 extra damage against an evil foe.

Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.

Skills: Giant eagles have a +4 racial bonus on Spot checks.

All natural attacks are considered magic weapons to overcome damage reduction.

Celestial Lion
Large Magical Beast (Augmented Animal, Extraplanar)
HD 5d8+20 (42 hp)
Speed 40 ft. (8 squares)
Init: +3
AC 15; touch 12; flat-footed 12
(-1 Size, +3 Dex, +3 Natural)
BAB +3; Grp +14
Attack Claw +9 melee (1d4+7)
Full-Attack 2 claws +9 melee (1d4+7) and bite +4 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce, Improved Grab, Rake 1d4+3, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 10
Saves Fort +8 Ref +7 Will +2
Abilities Str 25, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats Alertness, Run
Challenge Rating 4
Alignment Chaotic Good

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +9 melee, damage 1d4+3.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 5 extra damage against an evil foe.

Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

All natural attacks are considered magic weapons to overcome damage reduction.

Air Mephit [Air]
Small Outsider (Air, Extraplanar)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 60 ft. (perfect)
Init: +7
AC 17; touch 14; flat-footed 14
(+1 Size, +3 Dex, +3 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2)
Full-Attack 2 claws +6 melee (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +5 Ref +6 Will +3
Abilities Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 14 half. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.

Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

Dust Mephit [Air]
Small Outsider (Air, Extraplanar)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 50 ft. (perfect)
Init: +7
AC 17; touch 14; flat-footed 14
(+1 Size, +3 Dex, +3 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2)
Full-Attack 2 claws +6 melee (1d3+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +5 Ref +6 Will +3
Abilities Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 14 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

Earth Mephit [Earth]
Small Outsider (Earth, Extraplanar)
HD 3d8+12 (25 hp)
Speed 30 ft. (6 squares), fly 40 ft. (average)
Init: -1
AC 16; touch 10; flat-footed 16
(+1 Size, -1 Dex, +6 Natural)
BAB +3; Grp +4
Attack Claw +9 melee (1d3+5)
Full-Attack 2 claws +9 melee (1d3+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +6 Ref +2 Will +3
Abilities Str 21, Dex 8, Con 17, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats Power Attack, Toughness
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 15 half. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.

Spell-Like Abilities: 1/day — soften earth and stone. Caster level 6th.

Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

Fire Mephit [Fire]
Small Outsider (Extraplanar, Fire)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 50 ft. (average)
Init: +5
AC 16; touch 12; flat-footed 15
(+1 Size, +1 Dex, +4 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2 and 1d4 fire)
Full-Attack 2 claws +6 melee (1d3+2 and 1d4 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves Fort +5 Ref +4 Will +3
Abilities Str 14, Dex 13, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +7, Hide +11, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 14. The save DC is Constitution-based and includes a +1 racial adjustment.Can be used every 1d4 rounds.

Spell-Like Abilities: 1/hour — scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day — heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

Ice Mephit [Air, Cold]
Small Outsider (Air, Cold, Extraplanar)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 50 ft. (perfect)
Init: +7
AC 18; touch 14; flat-footed 15
(+1 Size, +3 Dex, +4 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2 and 1d4 cold)
Full-Attack 2 claws +6 melee (1d3+2 and 1d4 cold)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., immunity to cold, fast healing 2, vulnerability to fire
Saves Fort +5 Ref +6 Will +3
Abilities Str 14, Dex 17, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 14 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: 1/hour — magic missile (caster level 3rd); 1/day — chill metal (DC 14, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

Magma Mephit [Fire]
Small Outsider (Extraplanar, Fire)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 50 ft. (average)
Init: +5
AC 16; touch 12; flat-footed 15
(+1 Size, +1 Dex, +4 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2 and 1d4 fire)
Full-Attack 2 claws +6 melee (1d3+2 and 1d4 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves Fort +5 Ref +4 Will +3
Abilities Str 14, Dex 13, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +7, Hide +11, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 14 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.

Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

Ooze Mephit [Water]
Small Outsider (Extraplanar, Water)
HD 3d8+12 (25 hp)
Speed 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Init: +0
AC 16; touch 11; flat-footed 16
(+1 Size, +6 Natural)
BAB +3; Grp +3
Attack Claw +8 melee (1d3+4)
Full-Attack 2 claws +8 melee (1d3+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +6 Ref +3 Will +3
Abilities Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +6, Hide +10, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)
Feats Power Attack, Toughness
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Salt Mephit [Earth]
Small Outsider (Earth, Extraplanar)
HD 3d8+12 (25 hp)
Speed 30 ft. (6 squares), fly 40 ft. (average)
Init: -1
AC 16; touch 10; flat-footed 16
(+1 Size, -1 Dex, +6 Natural)
BAB +3; Grp +4
Attack Claw +9 melee (1d3+5)
Full-Attack 2 claws +9 melee (1d3+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +6 Ref +2 Will +3
Abilities Str 21, Dex 8, Con 17, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats Power Attack, Toughness
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 15 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): A salt mephit heals only if in an arid environment.

Steam Mephit [Fire]
Small Outsider (Extraplanar, Fire)
HD 3d8+6 (19 hp)
Speed 30 ft. (6 squares), fly 50 ft. (average)
Init: +5
AC 16; touch 12; flat-footed 15
(+1 Size, +1 Dex, +4 Natural)
BAB +3; Grp +1
Attack Claw +6 melee (1d3+2 and 1d4 fire)
Full-Attack 2 claws +6 melee (1d3+2 and 1d4 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves Fort +5 Ref +4 Will +3
Abilities Str 14, Dex 13, Con 14, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +7, Hide +11, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats Dodge, Improved Initiative
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 14 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.

Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

Water Mephit [Water]
Small Outsider (Extraplanar, Water)
HD 3d8+12 (25 hp)
Speed 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Init: +0
AC 16; touch 11; flat-footed 16
(+1 Size, +6 Natural)
BAB +3; Grp +3
Attack Claw +8 melee (1d3+4)
Full-Attack 2 claws +8 melee (1d3+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Breath weapon, spell-like abilities
Special Qualities Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves Fort +6 Ref +3 Will +3
Abilities Str 18, Dex 10, Con 17, Int 6, Wis 11, Cha 15
Skills Bluff +8, Escape Artist +6, Hide +10, Diplomacy +4, Disguise +2 (+4 acting), Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)
Feats Power Attack, Toughness
Challenge Rating 3
Alignment Neutral

Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 15 half. The save DC is Constitution-based and includes a +1 racial bonus. Can be used every 1d4 rounds.

Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.

Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.

Skills: A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Dire Wolf
Large Magical Beast (Augmented Animal, Extraplanar)
HD 6d8+30 (57 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 14; touch 11; flat-footed 12
(-1 Size, +2 Dex, +3 Natural)
BAB +4; Grp +17
Attack Bite +13 melee (1d8+13)
Full-Attack Bite +13 melee (1d8+13)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Good, Trip
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 11
Saves Fort +10 Ref +7 Will +6
Abilities Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills Hide +0, Listen +17, Move Silently +4, Spot +7, Survival +2*
Feats Alertness, Run, TrackB, Weapon Focus (bite)
Challenge Rating 4
Alignment Lawful Evil

Smite Good (Su): Once per day it can make a normal melee attack to deal 6 extra damage against a good foe.

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.

Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Giant Wasp
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 5d8+20 (42 hp)
Speed 20 ft. (4 squares), fly 60 ft. (good)
Init: +1
AC 14; touch 10; flat-footed 13
(-1 Size, +1 Dex, +4 Natural)
BAB +3; Grp +13
Attack Sting +8 melee (1d3+9 plus poison)
Full-Attack Sting +8 melee (1d3+9 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 10
Saves Fort +8 Ref +2 Will +2
Abilities Str 22, Dex 12, Con 18, Int 3, Wis 13, Cha 11
Skills Spot +9, Survival +1*
Feats
Challenge Rating 4
Alignment Lawful Evil

Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 5 extra damage against a good foe.

Skills: Giant wasps have a +8 racial bonus on Spot checks.
*They also have a +4 racial bonus on Survival checks to orient themselves.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Giant Praying Mantis
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 4d8+16 (34 hp)
Speed 20 ft. (4 squares), fly 40 ft. (poor)
Init: +1
AC 14; touch 8; flat-footed 14
(-1 Size, -1 Dex, +6 Natural)
BAB +3; Grp +13
Attack Claw +8 melee (1d8+6)
Full-Attack 2 claws +8 melee (1d8+6) and bite +3 melee (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 9
Saves Fort +8 Ref +0 Will +3
Abilities Str 23, Dex 8, Con 19, Int 3, Wis 14, Cha 11
Skills Hide -1*, Spot +6
Feats
Challenge Rating 4
Alignment Neutral Evil

Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +8 attack bonus).

Smite Good (Su): Once per day it can make a normal melee attack to deal 4 extra damage against a good foe.

Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks.
*Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Shark, large
Medium Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 7d8+21 (52 hp)
Speed Swim 60 ft. (12 squares)
Init: +6
AC 15; touch 11; flat-footed 13
(-1 Size, +2 Dex, +4 Natural)
BAB +5; Grp +14
Attack Bite +9 melee (1d8+7)
Full-Attack Bite +9 melee (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks Smite Good
Special Qualities Blindsense, Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', keen scent, spell resistance: 12
Saves Fort +10 Ref +7 Will +3
Abilities Str 21, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Skills Listen +8, Spot +7, Swim +13
Feats Alertness, Great Fortitude, Improved Initiative
Challenge Rating 3
Alignment Neutral Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Smite Good (Su): Once per day it can make a normal melee attack to deal 7 extra damage against a good foe.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Yeth Hound [Evil]
Medium Outsider (Extraplanar, Evil)
HD 3d8+12 (25 hp)
Speed 40 ft. (8 squares), fly 60 ft. (good)
Init: +6
AC 30; touch 12; flat-footed 18
(+2 Dex, +8 Natural)
BAB +3; Grp +8
Attack Bite +8 melee (1d8+7)
Full-Attack Bite +8 melee (1d8+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Bay, Trip
Special Qualities Damage reduction 10/silver, darkvision: 60', flight, scent
Saves Fort +7 Ref +5 Will +5
Abilities Str 21, Dex 15, Con 19, Int 6, Wis 14, Cha 10
Skills Listen +11, Spot +11, Search +7, Survial +11 (+13 following tracks)*
Feats Improved Initiative, Track
Challenge Rating 3
Alignment Neutral Evil

Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.

Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.

Flight (Su): A yeth hound can cease or resume flight as a free action.

Skills: *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Monstrous Spider, large
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 4d8+12 (30 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +3
AC 14; touch 12; flat-footed 11
(-1 Size, +3 Dex, +2 Natural)
BAB +3; Grp +11
Attack Bite +6 melee (1d8+6 plus poison)
Full-Attack Bite +6 melee (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 9, tremorsense 60'
Saves Fort +7 Ref +4 Will +1
Abilities Str 19, Dex 17, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +12, Hide +3*, Jump +4*, Spot +4*
Feats -
Challenge Rating 3
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 1d6 Str damage (Fort save DC 15). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 4 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 15) or burst it with a Strength check (DC 19). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Viper, huge
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 6d8+18 (45 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +7
AC 15; touch 10; flat-footed 13
(-2 Size, +2 Dex, +5 Natural)
BAB +4; Grp +17
Attack Bite +8 melee (1d6+7 plus poison)
Full-Attack Bite +8 melee (1d6+7 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', scent, spell resistance: 11
Saves Fort +8 Ref +7 Will +3
Abilities Str 20, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Skills Balance +10, Climb +13, Hide +3, Listen +7, Spot +7, Swim +13
Feats Improved Initiative, Run, Weapon Focus (bite)
Challenge Rating 4
Alignment Chaotic Evil

Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. (Fort save 16) The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 6 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Howler [Chaotic, Evil]
Large Outsider (Chaotic, Evil, Extraplanar)
HD 6d8+24 (51 hp)
Speed 60 ft. (12 squares)
Init: +7
AC 17; touch 12; flat-footed 14
(-1 Size, +3 Dex, +5 Natural)
BAB +6; Grp +17
Attack Bite +12 melee (2d8+7)
Full-Attack Bite +12 melee (2d8+7) and 1d4 quills +7 melee (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Quills, Howl
Special Qualities Darkvision: 60'
Saves Fort +9 Ref +8 Will +7
Abilities Str 25, Dex 17, Con 19, Int 6, Wis 14, Cha 8
Skills Climb +16, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats Alertness, Combat Reflexes, Improved Initiative
Challenge Rating 3
Alignment Chaotic Evil

Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.

Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.

Beren One-Hand
2007-12-01, 04:08 PM
Summon Monster V
Hound Archon [Good, Lawful]
Medium Outsider (Archon, Extraplanar, Good, Lawful)
HD 6d8+18 (45 hp)
Speed 40 ft. (8 squares)
Init: +4
AC 19; touch 10; flat-footed 19
(+9 Natural)
BAB +6; Grp +10
Attack Bite +10 melee (1d8+4) or greatsword +10 melee (2d6+6/19-20)
Full-Attack Bite +10 melee (1d8+4) and slam +5 melee (1d4+2); or
Greatsword +10/+5 melee (2d6+6/19-20) and bite +5 melee (1d8+2)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities
Special Qualities Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues
Saves Fort +8(+10 vs poison) Ref +5 Will +6
Abilities Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Skills Concentration +12, Diplomacy +3, Hide +9*, Jump +17, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats Improved Initiative, Power Attack, Track
Challenge Rating 4
Alignment Lawful Good

Hound archons prefer to attack with their natural weapons but occasionally use greatswords.
A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 16) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level 6). (The defensive benefits from the circle are not included in an archon’s statistics block.)

Spell-Like Abilities: At will — aid, continual flame, detect evil, and message. Caster level 6th.

Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Celestial Brown Bear
Large Magical Beast (Augmented Animal, Extraplanar)
HD 6d8+36 (63 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 15; touch 10; flat-footed 14
(-1 Size, +1 Dex, +5 Natural)
BAB +4; Grp +18
Attack Claw +13 melee (1d8+10)
Full-Attack 2 claws +13 melee (1d8+10) and bite +8 melee (2d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 11
Saves Fort +11 Ref +6 Will +3
Abilities Str 31, Dex 13, Con 23, Int 3, Wis 12, Cha 6
Skills Listen +4, Spot +7, Swim +14
Feats Endurance, Run, Track
Challenge Rating 5
Alignment Lawful Good

Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 6 extra damage against an evil foe.

Skills: A brown bear has a +4 racial bonus on Swim checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Giant Stag Beetle
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 7d8+35 (66 hp)
Speed 20 ft. (4 squares)
Init: +0
AC 19; touch 9; flat-footed 19
(-1 Size, +10 Natural)
BAB +5; Grp +17
Attack Bite 12 melee (4d6+12)
Full-Attack Bite 12 melee (4d6+12)
Space 10 ft.; Reach 5 ft.
Special Attacks Tramble 2d8+4, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 12
Saves Fort +10 Ref +2 Will +2
Abilities Str 27, Dex 10, Con 21, Int 3, Wis 10, Cha 9
Skills -
Feats -
Challenge Rating 5
Alignment Neutral Good

Trample (Ex): As a full-round action it can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (2d8+4 damage). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage (DC 21). The save DC is Strength-based.
A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 7 extra damage against an evil foe.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Sea Cat
Large Magical Beast (Extraplanar)
HD 6d10+30 (63 hp)
Speed 10 ft. (2 squares), swim 40 ft.
Init: +1
AC 18; touch 10; flat-footed 17
(-1 Size, +1 Dex, +8 Natural)
BAB +6; Grp +16
Attack Claw +11 melee (1d6+6)
Full-Attack 2 claws +11 melee (1d6+6) and bite +6 melee (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Rend (2d6+9), Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', hold breath, low-light vision, scent, spell resistance: 11
Saves Fort +10 Ref +6 Will +5
Abilities Str 23, Dex 12, Con 21, Int 3, Wis 13, Cha 10
Skills Listen +8, Spot +7, Swim +14
Feats Alertness, Endurance, Iron Will
Challenge Rating 5
Alignment Neutral Good

Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 times its Constitution score (126 rounds) before it risks drowning.

Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+9 points of damage.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 6 extra damage against an evil foe.

Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Griffon
Large Magical Beast (Extraplanar)
HD 7d10+35 (73 hp)
Speed 30 ft. (6 squares), fly 80 ft. (average)
Init: +2
AC 17; touch 11; flat-footed 15
(-1 Size, +2 Dex, +6 Natural)
BAB +7; Grp +17
Attack Bite +13 melee (2d6+6)
Full-Attack Bite +13 melee (2d6+6) and 2 claws +10 melee (1d4+3
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce, Rake (1d6+3), Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 12
Saves Fort +10 Ref +7 Will +5
Abilities Str 24, Dex 15, Con 20, Int 5, Wis 13, Cha 8
Skills Jump +10, Listen +6, Spot +10
Feats Iron Will, Multiattack, Weapon Focus (bite)
Challenge Rating 5
Alignment Chaotic Good

Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +10 melee, damage 1d6+3.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 7 extra damage against an evil foe.

Skills: Griffons have a +4 racial bonus on Jump and Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Air Elemental, medium [Air]
Medium Elemental (Air, Extraplanar)
HD 4d8+16 (34 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +9
AC 18; touch 15; flat-footed 13
(+5 Dex, +3 Natural)
BAB +3; Grp +6
Attack Slam +8 melee (1d6+4)
Full-Attack Slam +8 melee (1d6+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Darkvision: 60', elemental traits
Saves Fort +5 Ref +9 Will +1
Abilities Str 16, Dex 21, Con 18, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +4
Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating 3
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 2 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 30 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (1d6 damage) and may be lifted into the air. An affected creature must succeed on a DC 15 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental, medium [Earth]
Medium Elemental (Earth, Extraplanar)
HD 4d8+20 (38 hp)
Speed 20 ft. (4 squares)
Init: -1
AC 18; touch 9; flat-footed 18
(-1 Dex, +9 Natural)
BAB +3; Grp +10
Attack Slam +10 melee (1d8+10)
Full-Attack Slam +10 melee (1d8+10)
Space 5 ft.; Reach 5 ft.
Special Attacks Earth mastery, push
Special Qualities Darkvision: 60', earth glide, elemental traits
Saves Fort +9 Ref +0 Will +1
Abilities Str 25, Dex 8, Con 21, Int 4, Wis 11, Cha 11
Skills Listen +4, Spot +3
Feats Cleave, Power Attack
Challenge Rating 3
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, medium [Fire]
Medium Elemental (Fire, Extraplanar)
HD 4d8+16 (34 hp)
Speed 50 ft. (10 squares)
Init: +5
AC 16; touch 13; flat-footed 13
(+3 Dex, +3 Natural)
BAB +3; Grp +6
Attack Slam +6 melee (1d6+4 plus 1d6 fire)
Full-Attack Slam +6 melee (1d6+4 plus 1d6 fire)
Space 5 ft.; Reach 5 ft.
Special Attacks Burn
Special Qualities Darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +5 Ref +7 Will +1
Abilities Str 16, Dex 17, Con 18, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +4
Feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
Challenge Rating 3
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

[b]Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 16) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, medium [Water]
Medium Elemental (Water, Extraplanar)
HD 4d8+20 (38 hp)
Speed 20 ft. (4 squares), swim 90 ft.
Init: +1
AC 19; touch 11; flat-footed 18
(+1 Dex, +8 Natural)
BAB +3; Grp +8
Attack Slam +8 melee (1d8+7)
Full-Attack Slam +8 melee (1d8+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Darkvision: 60', elemental traits
Saves Fort +7 Ref +2 Will +1
Abilities Str 20, Dex 12, Con 21, Int 4, Wis 11, Cha 11
Skills Listen +3, Spot +4
Feats Cleave, Power Attack
Challenge Rating 3
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 20 feet long) and stop larger vessels (up to 40 feet long). Even large ships (up to 80 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 4).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 2 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 30 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 17) when it comes into contact with the vortex or take 1d6 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Achaierai [Evil, Lawful]
Large Outsider (Evil, Extraplanar, Lawful)
HD 6d8+24 (51 hp)
Speed 50 ft. (10 squares)
Init: +1
AC 20; touch 10; flat-footed 19
(-1 Size, +1 Dex, +10 Natural)
BAB +6; Grp +16
Attack Claw +11 melee (2d6+6)
Full-Attack 2 claw +11 melee (2d6+6) and bite +6 melee (4d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Black cloud
Special Qualities Darkvision: 60', spell resistance 19
Saves Fort +9 Ref +6 Will +7
Abilities Str 23, Dex 13, Con 18, Int 11, Wis 14, Cha 16
Skills Balance +10, Climb +15, Diplomacy +5, Hide +6, Jump +23, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
Feats Dodge, Mobility, Spring Attack
Challenge Rating 5
Alignment Lawful Evil

In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack.
An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.

Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud.
Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 17 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.

Bearded Devil (Barbazu) [Evil, Lawful]
Medium Outsider (Evil, Extraplanar, Lawful)
HD 6d8+30 (57 hp)
Speed 40 ft. (8 squares)
Init: +6
AC 19; touch 12; flat-footed 17
(+2 Dex, +7 Natural)
BAB +6; Grp +10
Attack Glaive +11 melee (1d10+6 plus infernal wound) or claw +10 melee (1d6+4)
Full-Attack Glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 claws +10 melee (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
Special Attacks Infernal wound, beard, battle frenzy, summon devil
Special Qualities Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves Fort +10 Ref +7 Will +5
Abilities Str 19, Dex 15, Con 21, Int 6, Wis 10, Cha 10
Skills Climb +13, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats Improved Initiative, Power Attack, Weapon Focus (glaive)
Challenge Rating 5
Alignment Lawful Evil

A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will — greater teleport (self plus 50 pounds of objects only). Caster level 12th.

Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 18 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 18 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+3 points of damage and must succeed on a DC 18 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.

Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.

[b]Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.


Fiendish Deinonychus (dinosaur)
Large Magical Beast (Augmented Animal, Extraplanar)
HD 4d8+24 (42 hp)
Speed 60 ft. (12 squares)
Init: +2
AC 16; touch 11; flat-footed 14
(-1 Size, +2 Dex, +5 Natural)
BAB +3; Grp +13
Attack Talons +8 melee (2d6+6)
Full-Attack Talons +8 melee (2d6+6) and 2 foreclaws +3 melee (1d3+3) and bite +3 melee (2d4+3)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 9
Saves Fort +10 Ref +6 Will +2
Abilities Str 23, Dex 15, Con 23, Int 3, Wis 12, Cha 10
Skills Hide +8, Jump +28, Listen +10, Spot +10, Survival +10
Feats Run, Track
Challenge Rating 4
Alignment Lawful Evil

Pounce (Ex): If a deinonychus charges, it can make a full attack.

Smite Good (Su): Once per day it can make a normal melee attack to deal 4 extra damage against a good foe.

Skills: A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Dire Ape
Large Magical Beast (Augmented Animal, Extraplanar)
HD 5d8+23 (45 hp)
Speed 30 ft. (6 squares), climb 15 ft.
Init: +2
AC 15; touch 11; flat-footed 13
(-1 Size, +2 Dex, +4 Natural)
BAB +3; Grp +15
Attack Claw +10 melee (1d6+8)
Full-Attack 2 claws +10 melee (1d6+8) and bite +5 melee (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Rend 2d6+12, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 10
Saves Fort +8 Ref +6 Will +5
Abilities Str 26, Dex 15, Con 18, Int 3, Wis 12, Cha 7
Skills Climb +16, Listen +5, Move Silently +4, Spot +6
Feats Alertness, Toughness
Challenge Rating 4
Alignment Lawful Evil

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 5 extra damage against a good foe.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Dire Boar
Large Magical Beast (Augmented Animal, Extraplanar)
HD 7d8+35 (66 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 15; touch 9; flat-footed 15
(-1 Size, +6 Natural)
BAB +5; Grp +19
Attack Gore +14 melee (1d8+15)
Full-Attack Gore +14 melee (1d8+15)
Space 10 ft.; Reach 5 ft.
Special Attacks Ferocity, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 12
Saves Fort +10 Ref +5 Will +8
Abilities Str 31, Dex 10, Con 21, Int 3, Wis 13, Cha 8
Skills Listen +8, Spot +8
Feats Alertness, Endurance, Iron Will
Challenge Rating 5
Alignment Neutral Evil

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Smite Good (Su): Once per day it can make a normal melee attack to deal 5 extra damage against a good foe.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Shark, huge
Huge Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 10d8+40 (85 hp)
Speed Swim 60 ft. (12 squares)
Init: +6
AC 15; touch 10; flat-footed 13
(-2 Size, +2 Dex, +5 Natural)
BAB +7; Grp +22
Attack Bite +12 melee (2d6+10)
Full-Attack Bite +12 melee (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks Smite Good
Special Qualities Blindsense, Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', keen scent, spell resistance: 15
Saves Fort +13 Ref +9 Will +4
Abilities Str 25, Dex 15, Con 19, Int 3, Wis 12, Cha 2
Skills Listen +10, Spot +10, Swim +15
Feats Alertness, Great Fortitude, Improved Initiative, Iron Will
Challenge Rating 6
Alignment Neutral Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Smite Good (Su): Once per day it can make a normal melee attack to deal 10 extra damage against a good foe.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Scorpion, large
Large Magical Beast (Augmented Vermin, Extraplanar)
HD 5d8+20 (42 hp)
Speed 50 ft. (10 squares)
Init: +0
AC 16; touch 9; flat-footed 16
(-1 Size, +7 Natural)
BAB +3; Grp +13
Attack Claw +8 melee (1d6+6)
Full-Attack 2 claws +8 melee (1d6+6) and sting +3 melee (1d6+3 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Constrict 1d6+6, Improved Grab, Poison, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', spell resistance: 7, tremorsense 60'
Saves Fort +8 Ref +1 Will +1
Abilities Str 23, Dex 10, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +10, Hide +0, Spot +4
Feats -
Challenge Rating 4
Alignment Neutral Evil

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. It deals 1d4 Con initial and secondary damage (Save DC is 16). The save DC is Constitution- based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 5 extra damage against a good foe.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Shadow Mastiff
Medium Outsider (Extraplanar)
HD 4d8+20 (38 hp)
Speed 50 ft. (10 squares)
Init: +5
AC 14; touch 11; flat-footed 13
(+1 Dex, +3 Natural)
BAB +4; Grp +9
Attack Bite +9 melee (1d6+7)
Full-Attack Bite +9 melee (1d6+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Bay, Trip
Special Qualities Darkvision 60 ft., shadow blend, scent
Saves Fort +9 Ref +5 Will +5
Abilities Str 21, Dex 13, Con 21, Int 4, Wis 12, Cha 13
Skills Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats Dodge, Improved Initiative, TrackB
Challenge Rating 5
Alignment Neutral Evil

Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.

Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff’s bay for 24 hours. The save DC is Charisma-based.

Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.

Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Wolverine
Large Magical Beast (Augmented Animal, Extraplanar)
HD 5d8+33 (55 hp)
Speed 30 ft. (6 squares), climb 10 ft.
Init: +3
AC 16; touch 12; flat-footed 13
(-1 Size, +3 Dex, +4 Natural)
BAB +3; Grp +15
Attack Claw +10 melee (1d6+8)
Full-Attack 2 claws +10 melee (1d6+8) and bite +5 melee (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Rage, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 10
Saves Fort +10 Ref +7 Will +5
Abilities Str 26, Dex 17, Con 23, Int 3, Wis 12, Cha 10
Skills Climb +16, Listen +7, Spot +7
Feats Alertness, Toughness, TrackB
Challenge Rating 5
Alignment Chaotic Evil

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

Smite Good (Su): Once per day it can make a normal melee attack to deal 5 extra damage against a good foe.

Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Giant Crocodile
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 7d8+42 (73 hp)
Speed 20 ft. (4 squares), swim 30 ft.
Init: +1
AC 16; touch 9; flat-footed 15
(-2 Size, +1 Dex, +7 Natural)
BAB +5; Grp +23
Attack Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
Full-Attack Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', hold breath, low-light vision, spell resistance: 12
Saves Fort +11 Ref +6 Will +3
Abilities Str 31, Dex 12, Con 23, Int 3, Wis 12, Cha 2
Skills Hide +1*, Listen +5, Spot +5, Swim +18
Feats Alertness, Endurance, Skill Focus (Hide)
Challenge Rating 5
Alignment Chaotic Evil

Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.

Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score (92 rounds) before it risks drowning.

Smite Good (Su): Once per day it can make a normal melee attack to deal 7 extra damage against a good foe.

Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Tiger
Large Magical Beast (Augmented Animal, Extraplanar)
HD 6d8+30 (57 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 14; touch 11; flat-footed 12
(-1 Size, +2 Dex, +3 Natural)
BAB +4; Grp +16
Attack Claw +11 melee (1d8+8)
Full-Attack 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Pounce, Rake (1d8+4), Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 11
Saves Fort +10 Ref +7 Will +3
Abilities Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 6
Skills Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +13
Feats Alertness, Improved Natural Weapon (bite), Improved Natural Weapon (claw)
Challenge Rating 5
Alignment Chaotic Evil

Improved Grab (Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +11 melee, damage 1d8+4.

Smite Good (Su): Once per day it can make a normal melee attack to deal 6 extra damage against a good foe.

Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Beren One-Hand
2007-12-01, 04:10 PM
Summon Monster VI
Celestial Polar Bear
Large Magical Beast (Augmented Animal, Extraplanar)
HD 8d8+48 (84 hp)
Speed 40 ft. (8 squares), swim 30 ft.
Init: +1
AC 15; touch 10; flat-footed 14
(-1 Size, +1 Dex, +5 Natural)
BAB +6; Grp +20
Attack Claw +15 (1d8+10)
Full-Attack 2 claws +15 (1d8+10) and bite +10 melee (2d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 13
Saves Fort +12 Ref +7 Will +3
Abilities Str 31, Dex 13, Con 23, Int 3, Wis 12, Cha 6
Skills Hide -2*, Listen +5, Spot +7, Swim +18
Feats Endurance, Run, Track
Challenge Rating 6
Alignment Lawful Good

Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 8 extra damage against an evil foe.

Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Orca (whale)
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 9d8+66 (106 hp)
Speed Swim 50 ft. (10 squares)
Init: +2
AC 16; touch 10; flat-footed 14
(-2 Size, +2 Dex, +6 Natural)
BAB +6; Grp +24
Attack Bite +14 melee (2d6+15)
Full-Attack Bite +14 melee (2d6+15)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved Grab, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, blindsight: 120', damage reduction 5/magic, darkvision: 60', hold breath, low-light vision, spell resistance: 14
Saves Fort +13 Ref +8 Will +5
Abilities Str 31, Dex 15, Con 25, Int 3, Wis 14, Cha 6
Skills Listen +14*, Spot +14*, Swim +18
Feats Alertness, Endurance, Run, Toughness
Challenge Rating 7
Alignment Neutral Good

Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 times its Constitution score (20 minutes) before it risks drowning.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 9 extra damage against an evil foe.

Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Bralani (eladrin) [Chaotic, Good]
Medium Outsider (Chaotic, Extraplanar, Good)
HD 6d8+30 (57 hp)
Speed 40 ft. (8 squares), fly 100 ft. (perfect)
Init: +8
AC 20; touch 14; flat-footed 16
(+4 Dex, +6 Natural)
BAB +6; Grp +12
Attack +1 holy scimitar +13 melee (1d6+7/18-20)
or +1 holy comosite longbow (+4 Str bonus) +11 ranged (1d8+5/x3)
or slam +12 melee (1d6+7)
Full-Attack +1 holy scimitar +13/+8 melee (1d6+7/18-20)
or +1 holy comosite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3)
or slam +12 melee (1d6+7)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, whirlwind blast
Special Qualities Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues
Saves Fort +10 Ref +9 Will +7
Abilities Str 22, Dex 18, Con 21, Int 13, Wis 14, Cha 14
Skills Concentration +14, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +12, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats Alertness, Blind-Fight, Improved Initiative
Challenge Rating 6
Alignment Chaotic Good

Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.

Spell-Like Abilities: At will — blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day — lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.

Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 18 half ). The save DC is Constitution-based.

Celestial Dire Lion
Large Magical Beast (Augmented Animal, Extraplanar)
HD 8d8+40 (76 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 15; touch 11; flat-footed 13
(-1 Size, +2 Dex, +4 Natural)
BAB +6; Grp +19
Attack Claw +15 melee (1d6+9)
Full-Attack 2 claws +15 melee (1d6+9) and bite +9 melee (1d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Pounce, Improved Grab, Rake (1d6+4), Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 13
Saves Fort +11 Ref +8 Will +7
Abilities Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats Alertness, Run, Weapon Focus (claw)
Challenge Rating 4
Alignment Chaotic Good

Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +14 melee, damage 1d6+4.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 8 extra damage against an evil foe.

Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

All natural attacks are considered magic weapons to overcome damage reduction.

Air Elemental, large [Air]
Large Elemental (Air, Extraplanar)
HD 8d8+40 (76 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +11
AC 20; touch 16; flat-footed 13
(-1 Size, +7 Dex, +4 Natural)
BAB +6; Grp +14
Attack Slam +12 melee (2d6+4)
Full-Attack 2 slams +12 melee (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits
Saves Fort +7 Ref +13 Will +2
Abilities Str 18, Dex 25, Con 20, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Challenge Rating 5
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 4 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (2d6 damage) and may be lifted into the air. An affected creature must succeed on a DC 18 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental, large [Earth]
Large Elemental (Earth, Extraplanar)
HD 8d8+48 (84 hp)
Speed 20 ft. (4 squares)
Init: -1
AC 18; touch 8; flat-footed 18
(-1 Size, -1 Dex, +10 Natural)
BAB +6; Grp +19
Attack Slam +14 melee (2d8+9)
Full-Attack 2 slams +14 melee (2d8+9)
Space 10 ft.; Reach 10 ft.
Special Attacks Earth mastery, push
Special Qualities Damage reduction 5/-, darkvision: 60', earth glide, elemental traits
Saves Fort +12 Ref +1 Will +2
Abilities Str 29, Dex 8, Con 23, Int 6, Wis 11, Cha 11
Skills Listen +6, Spot +5
Feats Cleave, Great Cleave, Power Attack
Challenge Rating 5
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, large [Fire]
Large Elemental (Fire, Extraplanar)
HD 8d8+40 (76 hp)
Speed 50 ft. (10 squares)
Init: +9
AC 18; touch 14; flat-footed 13
(-1 Size, +5 Dex, +4 Natural)
BAB +6; Grp +14
Attack Slam +10 melee (2d6+4 plus 2d6 fire)
Full-Attack 2 slams +10 melee (2d6+4 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks Burn
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +7 Ref +11 Will +2
Abilities Str 18, Dex 21, Con 20, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Challenge Rating 5
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 19) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, large [Water]
Large Elemental (Water, Extraplanar)
HD 8d8+48 (84 hp)
Speed 20 ft. (4 squares), swim 90 ft.
Init: +2
AC 20; touch 11; flat-footed 18
(-1 Size, +2 Dex, +9 Natural)
BAB +6; Grp +17
Attack Slam +12 melee (2d8+7)
Full-Attack 2 slams +12 melee (2d8+7)
Space 10 ft.; Reach 10 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits
Saves Fort +12 Ref +4 Will +2
Abilities Str 24, Dex 14, Con 23, Int 6, Wis 11, Cha 11
Skills Listen +5, Spot +6
Feats Cleave, Great Cleave, Power Attack
Challenge Rating 5
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 40 feet long) and stop larger vessels (up to 80 feet long). Even large ships (up to 160 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 8).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 4 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 40 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 21) when it comes into contact with the vortex or take 2d6 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Janni (genie)
Medium Outsider (Native)
HD 6d8+18 (45 hp)
Speed 20 ft. (4 squares), fly 15 ft. (perfect) in chainmail;
base land speed 30 ft., base fly speed 20 ft. (perfect)
Init: +6
AC 18; touch 12; flat-footed 16
(+2 Dex, +1 Natural, +5 Chainmail)
BAB +6; Grp +11
Attack Scimitar +11 melee (1d6+6/18-20) or longbow +8 ranged (1d8/x3)
Full-Attack Scimitar +11/+6 melee (1d6+6/18-20) or longbow +8/+3 ranged (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Change size, spell-like abilities
Special Qualities Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft.
Saves Fort +8 Ref +7 Will +7
Abilities Str 20, Dex 15, Con 16, Int 14, Wis 15, Cha 13
Skills Appraise +11, Concentration +12, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Feats Combat Reflexes, Dodge, Improved InitiativeB, Mobility
Challenge Rating 4
Alignment Neutral

Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.

Change Size (Sp): Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Spell-Like Abilities: 3/day — invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.

Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

[b]Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Chaos Beast [Chaotic]
Medium Outsider (Chaotic, Extraplanar)
HD 8d8+24 (60 hp)
Speed 20 ft. (4 squares)
Init: +5
AC 16; touch 11; flat-footed 15
(+1 Dex, +5 Natural)
BAB +8; Grp +12
Attack Claw +12 melee (1d3+4 plus corporeal instability)
Full-Attack 2 claws +12 melee (1d3+4 plus corporeal instability)
Space 5 ft.; Reach 5 ft.
Special Attacks Corporeal instability
Special Qualities Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15
Saves Fort +9 Ref +7 Will +6
Abilities Str 18, Dex 13, Con 17, Int 10, Wis 10, Cha 10
Skills Climb +15, Escape Artist +12, Hide +12, Jump +11, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
Feats Dodge, Improved Initiative, Mobility
Challenge Rating 7
Alignment Chaotic Neutral

For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.
A chaos beast’s claw attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 17 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).

Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast’s form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

Chain Devil (Kyton) [Evil, Lawful]
Medium Outsider (Evil, Extraplanar, Lawful)
HD 8d8+32 (68 hp)
Speed 30 ft. (6 squares)
Init: +6
AC 20; touch 12; flat-footed 18
(+2 Dex, +8 Natural)
BAB +8; Grp +12
Attack Chain +12 melee (2d4+4/19-20)
Full-Attack 2 chains +12 melee (2d4+4/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with chains)
Special Attacks Dancing chains, unnerving gaze
Special Qualities Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves Fort +10 Ref +8 Will +6
Abilities Str 19, Dex 15, Con 19, Int 6, Wis 10, Cha 12
Skills Climb +15, Craft(blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)
Feats Alertness, Improved Critical (chain), Improved Initiative
Challenge Rating 6
Alignment Lawful Evil

A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.
A chain devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.
A chain devil can climb chains it controls at its normal speed without making Climb checks.

Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.

Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.

Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

Xill
Medium Outsider (Extraplanar)
HD 5d8+20 (42 hp)
Speed 40 ft. (8 squares)
Init: +7
AC 20; touch 13; flat-footed 17
(+3 Dex, +7 Natural)
BAB +5; Grp +8
Attack Short sword +9 melee (1d6+4/19-20) or claw +9 melee (1d4+4) or longbow +8 ranged (1d8/x3)
Full-Attack 2 Short swords +7 melee (1d6+4/19-20, 1d6+2/19-20) and 2 claws +7 melee (1d4+2);
or 4 claws +7 melee (1d4+4, 1d4+2);
or 2 longbows +4 ranged (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Implant, improved grab, paralysis
Special Qualities Darkvision 60 ft., planewalk, spell resistance 21
Saves Fort +8 Ref +9 Will +5
Abilities Str 19, Dex 16, Con 19, Int 12, Wis 12, Cha 11
Skills Balance +13, Climb +12, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
Feats Improved Initiative, MultiattackB, Multiweapon Fighting
Challenge Rating 6
Alignment Lawful Evil

Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.

Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.

Paralysis (Ex): Those bitten by a xill must succeed on a DC 16 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.

Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.

Fiendish Monstrous Centipede, gargantuan
Gargantuan Magical Beast (Augmented Vermin, Extraplanar)
HD 12d8+36 (90 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +2
AC 18; touch 8; flat-footed 16
(-4 size, +2 Dex, +10 Natural)
BAB +9; Grp +29
Attack Bite +13 melee (2d8+12 plus poison)
Full-Attack Bite +13 melee (2d8+12 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', spell resistance: 17
Saves Fort +11 Ref +6 Will +4
Abilities Str 27, Dex 15, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +16, Hide -2, Spot +4
Feats -
Challenge Rating 8
Alignment Neutral Evil

Poison (Ex): A monstrous centipede has a poisonous bite. It deals 1d8 Dex initial and secondary damage (Save DC 19). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 12 extra damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Rhinoceros
Large Magical Beast (Augmented Animal, Extraplanar)
HD 8d8+56 (92 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 16; touch 9; flat-footed 16
(-1 size, +7 Natural)
BAB +6; Grp +20
Attack Gore +15 melee (2d6+15)
Full-Attack Gore +15 melee (2d6+15)
Space 10 ft.; Reach 5 ft.
Special Attacks Powerful Charge, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', low-light vision, spell resistance: 13
Saves Fort +13 Ref +6 Will +3
Abilities Str 30, Dex 10, Con 25, Int 3, Wis 13, Cha 2
Skills Listen +14, Spot +3
Feats Alertness, Endurance, Improved Natural Attack (gore)
Challenge Rating 6
Alignment Neutral Evil

Powerful Charge (Ex): A rhinoceros deals 4d6+30 points of damage when it makes a charge.

Smite Good (Su): Once per day it can make a normal melee attack to deal 8 extra damage against a good foe.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Elasmosaurus (dinosaur)
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 10d8+86 (131 hp)
Speed 20 ft. (4 squares), swim 50 ft.
Init: +2
AC 13; touch 10; flat-footed 11
(-2 size, +2 Dex, +3 Natural)
BAB +7; Grp +25
Attack Bite +15 melee (2d8+15)
Full-Attack Bite +15 melee (2d8+15)
Space 15 ft.; Reach 10 ft.
Special Attacks Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 15
Saves Fort +17 Ref +9 Will +4
Abilities Str 30, Dex 14, Con 26, Int 3, Wis 13, Cha 9
Skills Hide -4*, Listen +4, Spot +9, Swim +18
Feats Dodge, Great Fortitude, Toughness (2)
Challenge Rating 9
Alignment Chaotic Evil

Smite Good (Su): Once per day it can make a normal melee attack to deal 10 extra damage against a good foe.

Skills: *An elasmosaurus has a +8 racial bonus on Hide checks in water.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Spider, huge
Huge Magical Beast (Augmented Vermin, Extraplanar)
HD 8d8+32 (68 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +3
AC 16; touch 11; flat-footed 13
(-2 Size, +3 Dex, +5 Natural)
BAB +6; Grp +20
Attack Bite +11 melee (2d6+9 plus poison)
Full-Attack Bite +11 melee (2d6+9 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', spell resistance: 13, tremorsense 60'
Saves Fort +10 Ref +5 Will +2
Abilities Str 23, Dex 17, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +14, Hide -1*, Jump +6*, Spot +4*
Feats -
Challenge Rating 7
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 1d8 Str damage (Fort save DC 18). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 8 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 18) or burst it with a Strength check (DC 22). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Giant Constrictor Snake
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 11d8+36 (85 hp)
Speed 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Init: +3
AC 15; touch 11; flat-footed 12
(-2 Size, +3 Dex, +4 Natural)
BAB +8; Grp +25
Attack Bite +15 melee (1d8+13)
Full-Attack Bite +15 melee (1d8+13)
Space 15 ft.; Reach 10 ft.
Special Attacks Constrict (1d8+13), Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 10, damage resistance 5/magic, darkvision: 60', scent, spell resistance: 16
Saves Fort +10 Ref +10 Will +4
Abilities Str 29, Dex 17, Con 17, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +19, Hide +10, Listen +9, Spot +9, Swim +18
Feats Alertness, Endurance, Skill Focus (hide), Toughness
Challenge Rating 7
Alignment Lawful Evil

Constrict (Ex): On a successful grapple check, a giant constrictor snake deals 1d8+13 points of damage.

Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Smite Good (Su): Once per day it can make a normal melee attack to deal 11 extra damage against a good foe.

Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Beren One-Hand
2007-12-01, 04:11 PM
Summon Monster VII
Celestial Elephant
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 11d8+77 (126 hp)
Speed 40 ft. (8 squares)
Init: +0
AC 15; touch 8; flat-footed 15
(-2 Size, +7 Natural)
BAB +8; Grp +28
Attack Gore +18 melee (2d8+18)
Full-Attack Slam +18 melee (2d6+12) and 2 stamps +13 melee (2d6+6);
or Gore +18 melee (2d8+18)
Space 15 ft.; Reach 10 ft.
Special Attacks Smite Evil, Trample (2d8+18)
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 16
Saves Fort +14 Ref +7 Will +6
Abilities Str 34, Dex 10, Con 25, Int 3, Wis 13, Cha 7
Skills Listen +12, Spot +10
Feats Alertness, Endurance, Iron Will, Skill Focus (listen)
Challenge Rating 9
Alignment Lawful Good

This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength -2), but more readily trained (Wisdom +2). These statistics can also represent prehistoric creatures such as mammoths and mastodons.

Trample (Ex): As a full-round action it can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (2d8+18 damage). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage (DC 27). The save DC is Strength-based.
A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 11 extra damage against an evil foe.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Avoral (guardinal) [Good]
Medium Outsider (Extraplanar, Good)
HD 7d8+49 (80 hp)
Speed 40 ft. (8 squares), fly 90 ft. (good)
Init: +6
AC 24; touch 16; flat-footed 18
(+6 Dex, +8 Natural)
BAB +7; Grp +11
Attack Claw +13 melee (2d6+4) or Wing +13 melee (2d8+4)
Full-Attack 2 claws +13 melee (2d6+4) or 2 wings +13 melee (2d8+4)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, fear aura
Special Qualities Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing
Saves Fort +12 (+16 against poison) Ref +11 Will +8
Abilities Str 19, Dex 23, Con 24, Int 15, Wis 16, Cha 16
Skills Bluff +13, Concentration +17, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
Feats Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse
Challenge Rating 9
Alignment Neutral Good

An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.
Avorals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.

Combat
On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.
An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: At will — aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day — lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.

Empowered Magic Missle (Sp): 3/day Shoot 5 unerring missiles of force (1d4+1d2+1 damage each) at target(s) up to 180' away.

Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.

Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.

Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

Skills: An avoral’s sharp eyes give it a +8 racial bonus on Spot checks.

Celestial Baleen Whale
Gargantuan Magical Beast (Augmented Animal, Extraplanar)
HD 12d8+102 (156 hp)
Speed Swim 40 ft. (8 squares)
Init: +1
AC 16; touch 7; flat-footed 15
(-4 Size, +1 Dex, +9 Natural)
BAB +9; Grp +35
Attack Tail slap +19 melee (1d8+21)
Full-Attack Tail slap +19 melee (1d8+21)
Space 20 ft.; Reach 15 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, blindsight: 120', damage reduction 10/magic, darkvision: 60', hold breath, low-light vision, spell resistance: 17
Saves Fort +16 Ref +9 Will +5
Abilities Str 39, Dex 13, Con 26, Int 3, Wis 12, Cha 6
Skills Listen +15*, Spot +14*, Swim +20
Feats Alertness, Diehard, Endurance, Toughness (2)
Challenge Rating 8
Alignment Neutral Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 12 extra damage against an evil foe.

Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 times its Constitution score (208 rounds) before it risks drowning.

Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Djinni (genie) [Air]
Large Outsider (Air, Extraplanar)
HD 7d8+28 (59 hp)
Speed 20 ft. (4 squares), fly 60 ft. (perfect)
Init: +8
AC 16; touch 13; flat-footed 12
(-1 Size, +4 Dex, +3 Natural)
BAB +7; Grp +17
Attack Slam +12 melee (1d8+6)
Full-Attack 2 slams +12 melee (1d8+6)
Space 10 ft.; Reach 10 ft.
Special Attacks Air mastery, spell-like abilities, whirlwind
Special Qualities Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
Saves Fort +9 Ref +9 Will +7
Abilities Str 22, Dex 19, Con 18, Int 14, Wis 15, Cha 15
Skills Appraise +12, Concentration +14, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
Challenge Rating 5
Alignment Chaotic Good

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.

Spell-Like Abilities: At will — invisibility (self only); 1/day — create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.

Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 22 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 22 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 22 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

Air Elemental, huge [Air]
Huge Elemental (Air, Extraplanar)
HD 16d8+96 (108 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +13
AC 21; touch 17; flat-footed 12
(-2 Size, +9 Dex, +4 Natural)
BAB +12; Grp +26
Attack Slam +19 melee (2d8+6)
Full-Attack 2 slams +19 melee (2d8+6)
Space 15 ft.; Reach 15 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits
Saves Fort +11 Ref +19 Will +5
Abilities Str 22, Dex 29, Con 22, Int 6, Wis 11, Cha 11
Skills Listen +11, Spot +12
Feats Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
Challenge Rating 7
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 8 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (2d8 damage) and may be lifted into the air. An affected creature must succeed on a DC 24 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Earth Elemental, huge [Earth]
Huge Elemental (Earth, Extraplanar)
HD 16d8+112 (184 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 18; touch 7; flat-footed 18
(-2 Size, -1 Dex, +11 Natural)
BAB +12; Grp +31
Attack Slam +21 melee (2d10+11)
Full-Attack 2 slams +21 melee (2d10+11)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth mastery, push
Special Qualities Damage reduction 5/-, darkvision: 60', earth glide, elemental traits
Saves Fort +17 Ref +4 Will +7
Abilities Str 33, Dex 8, Con 25, Int 6, Wis 11, Cha 11
Skills Listen +10, Spot +9
Feats Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Challenge Rating 7
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, huge [Fire]
Huge Elemental (Fire, Extraplanar)
HD 16d8+96 (108 hp)
Speed 60 ft. (12 squares)
Init: +11
AC 19; touch 15; flat-footed 12
(-2 Size, +7 Dex, +4 Natural)
BAB +12; Grp +26
Attack Slam +17 melee (2d8+6 plus 2d8 fire)
Full-Attack 2 slams +17 melee (2d8+6 plus 2d8 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +11 Ref +17 Will +7
Abilities Str 22, Dex 25, Con 22, Int 6, Wis 11, Cha 11
Skills Listen +11, Spot +12
Feats Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB
Challenge Rating 7
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 24) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Water Elemental, huge [Water]
Huge Elemental (Water, Extraplanar)
HD 16d8+112 (184 hp)
Speed 30 ft. (6 squares), swim 120 ft.
Init: +4
AC 21; touch 12; flat-footed 17
(-2 Size, +4 Dex, +9 Natural)
BAB +12; Grp +29
Attack Slam +19 melee (2d10+9)
Full-Attack 2 slams +19 melee (2d10+9)
Space 15 ft.; Reach 15 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Damage reduction 5/-, darkvision: 60', elemental traits
Saves Fort +17 Ref +9 Will +7
Abilities Str 28, Dex 18, Con 25, Int 6, Wis 11, Cha 11
Skills Listen +11, Spot +12
Feats Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Challenge Rating 7
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 80 feet long) and stop larger vessels (up to 160 feet long). Even large ships (up to 320 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 16).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 8 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 27) when it comes into contact with the vortex or take 2d8 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Invisible Stalker [Air]
Large Elemental (Air, Extraplanar)
HD 8d8+32 (68 hp)
Speed 30 ft. (6 squares), fly 30 ft. (perfect)
Init: +8
AC 17; touch 13; flat-footed 13
(-1 Size, +4 Dex, +4 Natural)
BAB +6; Grp +16
Attack Slam +12 melee (2d6+6)
Full-Attack 2 slams +12 melee (2d6+6)
Space 10 ft.; Reach 10 ft.
Special Attacks -
Special Qualities Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves Fort +6 Ref +10 Will +4
Abilities Str 22, Dex 19, Con 18, Int 14, Wis 15, Cha 11
Skills Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Challenge Rating 7
Alignment Neutral

Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.
A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.
These creatures speak only Auran but can understand Common.

An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.

An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.

Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.

Bone Devil (Osyluth) [Evil, Lawful]
Large Outsider (Evil, Extraplanar, Lawful)
HD 10d8+70 (115 hp)
Speed 40 ft. (8 squares)
Init: +9
AC 25; touch 14; flat-footed 20
(-1 Size, +5 Dex, +11 Natural)
BAB +10; Grp +21
Attack Bite +16 melee (1d8+7)
Full-Attack Bite +16 melee (1d8+7) and 2 claws +14 melee (1d4+3) and sting +14 melee (3d4+3 plus poison)
Space 10 ft.; Reach 10 ft.
Special Attacks Spell-like abilities, fear aura, poison, summon devil
Special Qualities Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.
Saves Fort +14 Ref +12 Will +11
Abilities Str 25, Dex 21, Con 25, Int 14, Wis 14, Cha 14
Skills Bluff +15, Concentration +20, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
Feats Alertness, Improved Initiative, Iron Will, Multiattack
Challenge Rating 9
Alignment Lawful Evil

Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.
A bone devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spell-Like Abilities: At will — greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.

[b]Summon Devil (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Fiendish Megaraptor (dinosaur)
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 8d8+59 (95 hp)
Speed 60 ft. (12 squares)
Init: +2
AC 16; touch 10; flat-footed 14
(-2 Size, +2 Dex, +6 Natural)
BAB +6; Grp +21
Attack Talons +11 melee (2d8+7)
Full-Attack Talons +11 melee (2d8+7) and 2 foreclaws +6 melee (1d4+3) and bite +6 melee (2d6+3)
Space 15 ft.; Reach 10 ft.
Special Attacks Pounce, Smite Good
Special Qualities Cold/Fire resistance: 10, damage resistance 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 13
Saves Fort +12 Ref +8 Will +4
Abilities Str 25, Dex 15, Con 25, Int 3, Wis 15, Cha 10
Skills Hide +5, Jump +29, Listen +12, Spot +12, Survival +12
Feats Run, Toughness, Track
Challenge Rating 8
Alignment Lawful Evil

Pounce (Ex): If a megaraptor charges, it can make a full attack.

Smite Good (Su): Once per day it can make a normal melee attack to deal 8 extra damage against a good foe.

Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Scorpion, huge
Huge Magical Beast (Augmented Vermin, Extraplanar)
HD 10d8+50 (95 hp)
Speed 50 ft. (10 squares)
Init: +0
AC 20; touch 8; flat-footed 20
(-2 Size, +12 Natural)
BAB +7; Grp +23
Attack Claw +13 melee (1d8+8)
Full-Attack 2 claws +13 melee (1d8+8) and sting +8 melee (2d4+4 plus poison)
Space 15 ft.; Reach 10 ft.
Special Attacks Constrict (1d8+8), Improved Grab, Poison, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', spell resistance: 7, tremorsense 60'
Saves Fort +12 Ref +3 Will +3
Abilities Str 27, Dex 10, Con 20, Int 3, Wis 10, Cha 2
Skills Climb +12, Hide -4, Spot +4
Feats -
Challenge Rating 9
Alignment Neutral Evil

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. It deals 1d6 Con initial and secondary damage (Save DC is 20). The save DC is Constitution- based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 10 extra damage against a good foe.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Babau (demon) [Chaotic, Evil]
Medium Outsider (Chaotic, Extraplanar, Evil)
HD 7d8+49 (80 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 19; touch 11; flat-footed 18
(+1 Dex, +8 Natural)
BAB +7; Grp +14
Attack Claw +14 melee (1d6+7)
Full-Attack 2 claws +14 melee (1d6+7) and bite +9 melee (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves Fort +12 Ref +6 Will +6
Abilities Str 25, Dex 12, Con 24, Int 14, Wis 13, Cha 16
Skills Climb +17, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats Cleave, Multiattack, Power Attack
Challenge Rating 6
Alignment Chaotic Evil

A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.

Spell-Like Abilities: At will — darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.

Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 20 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 20 Reflex save. The save DCs are Constitution-based.

Summon Demon (Sp): Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

Fiendish Giant Octopus
Large Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 8d8+27 (63 hp)
Speed 20 ft. (4 squares), swim 30 ft.
Init: +2
AC 18; touch 11; flat-footed 16
(-1 Size, +2 Dex, +7 Natural)
BAB +6; Grp +17
Attack Tentacle +12 melee (1d4+7)
Full-Attack 8 tentacles +12 melee (1d4+7) and bite +7 melee (1d8+3)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
Special Attacks Improved Grab, Constrict (2d8+10), Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 5/magic, darkvision: 60', ink cloud, jet, low-light vision, spell resistance: 13
Saves Fort +9 Ref +8 Will +3
Abilities Str 24, Dex 15, Con 17, Int 3, Wis 12, Cha 3
Skills Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +15
Feats Alertness, Skill Focus (Hide), Toughness
Challenge Rating 10
Alignment Chaotic Evil

An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Constrict (Ex): A giant octopus deals 2d8+10 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su): Once per day it can make a normal melee attack to deal 8 extra damage against a good foe.

Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Girallon
Large Magical Beast (Extraplanar)
HD 7d8+34 (62 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +3
AC 16; touch 12; flat-footed 15
(-1 Size, +3 Dex, +4 Natural)
BAB +7; Grp +19
Attack Claw +14 melee (1d4+8)
Full-Attack 4 claws +14 melee (1d4+8) and bite +9 melee (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Rend (2d4+12), Smite Good
Special Qualities Cold/Fire resistance: 5, damage reduction 5/magic, darkvision: 60', low-light vision, scent, spell resistance: 12
Saves Fort +9 Ref +8 Will +5
Abilities Str 26, Dex 17, Con 18, Int 3, Wis 12, Cha 7
Skills Climb +16, Move Silently +8, Spot +6
Feats Iron Will, Toughness (2)
Challenge Rating 7
Alignment Chaotic Evil

Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 7 extra damage against a good foe.

Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Beren One-Hand
2007-12-01, 04:13 PM
Summon Monster VIII
Celestial Dire Bear
Large Magical Beast (Augmented Animal, Extraplanar)
HD 12d8+75 (129 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 17; touch 10; flat-footed 16
(-1 Size, +1 Dex, +7 Natural)
BAB +9; Grp +25
Attack Claw +21 (2d4+12)
Full-Attack 2 claws +21 (2d4+12) and bite +15 melee (2d8+6)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 10/magic, darkvision: 60', low-light vision, scent, spell resistance: 17
Saves Fort +14 Ref +9 Will +9
Abilities Str 35, Dex 13, Con 23, Int 3, Wis 12, Cha 10
Skills Listen +10, Spot +10, Swim +15
Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Challenge Rating 9
Alignment Lawful Good

Improved Grab (Ex): To use this ability, a direr bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 12 extra damage against an evil foe.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Cachalot Whale
Gargantuan Magical Beast (Augmented Animal, Extraplanar)
HD 12d8+111 (165 hp)
Speed Swim 40 ft. (8 squares)
Init: +1
AC 16; touch 7; flat-footed 15
(-4 Size, +1 Dex, +9 Natural)
BAB +9; Grp +35
Attack Bite +19 melee (4d6+14)
Full-Attack Bite +19 melee (4d6+14) and tail slap +14 melee (1d8+7)
Space 20 ft.; Reach 15 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, blindsight: 120', damage reduction 10/magic, darkvision: 60', hold breath, low-light vision, spell resistance: 17
Saves Fort +17 Ref +9 Will +6
Abilities Str 39, Dex 13, Con 28, Int 3, Wis 14, Cha 6
Skills Listen +15*, Spot +14*, Swim +22
Feats Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness
Challenge Rating 9
Alignment Neutral Good

Smite Evil (Su): Once per day it can make a normal melee attack to deal 12 extra damage against an evil foe.

Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 times its Constitution score (224 rounds) before it risks drowning.

Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Celestial Triceratops (dinosaur)
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 16d8+156 (228 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 18; touch 7; flat-footed 18
(-2 Size, -1 Dex, +11 Natural)
BAB +12; Grp +32
Attack Gore +22 melee (2d8+18)
Full-Attack Gore +22 melee (2d8+18)
Space 15 ft.; Reach 10 ft.
Special Attacks Powerful Charge, Trample (2d12+18), Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 10/magic, darkvision: 60', low-light vision, scent, spell resistance: 21
Saves Fort +21 Ref +9 Will +6
Abilities Str 34, Dex 9, Con 29, Int 3, Wis 12, Cha 7
Skills Listen +13, Spot +12
Feats Alertness, Great Fortitude, Toughness (4)
Challenge Rating 11
Alignment Neutral Good

These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.

Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+24 points of damage.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 16 extra damage against an evil foe.

Trample (Ex): As a full-round action it can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (2d12+18 damage). Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage (DC 30). The save DC is Strength-based.
A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Lillend [Chaotic, Good]
Large Outsider (Chaotic, Extraplanar, Good)
HD 7d8+28 (59 hp)
Speed 20 ft. (4 squares), fly 70 ft. (average)
Init: +3
AC 17; touch 12; flat-footed 14
(-1 Size, +3 Dex, +5 Natural)
BAB +7; Grp +18
Attack Short sword +13 melee (1d8+7/19-20)
Full-Attack Short sword +13/+8 melee (1d8+7/19-20) and tail slap +8 melee (2d6+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Bardic music, constrict (2d6+7), improved grab, spells, spell-like abilities
Special Qualities Darkvision 60 ft., immunity to poison, resistance to fire 10
Saves Fort +9 Ref +10 Will +8
Abilities Str 24, Dex 17, Con 19, Int 14, Wis 16, Cha 18
Skills Appraise +12, Concentration +14, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
Feats Combat Casting, Extend Spell, Lightning Reflexes
Challenge Rating 7
Alignment Chaotic Good

Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.
A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Constrict (Ex): A lillend deals 2d6+7 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.

Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Spells: A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (Spells Per Day) (3/4/3; save DC 14 + spell level): 0 — dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st — charm person, cure light wounds, identify, sleep; 2nd — hold person, invisibility, sound burst.

Spell-Like Abilities: 3/day — darkness, hallucinatory terrain (DC 18), knock, light; 1/day — charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based.

A lillend also has the bardic music ability as a 6th-level bard.
Bardic Music: 6/day, a Lillend can use her song or poetics to produce magical effects on those around her (usually including herself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a Lillend cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf Lillend has a 20% chance to fail when attempting to use bardic music. If she fails, the attempt still counts against her daily limit.

Countersong (Su): A Lillend can use her music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, she makes a Perform check. Any creature within 30 feet of the lillend (including the lillend herself ) that is affected by a sonic or language-dependent magical attack may use the lillend’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the lillend’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The Lillend may keep up the countersong for 10 rounds.

Fascinate (Sp): A Lillend can use her music or poetics to cause one or more creatures to become fascinated with her. Each creature to be fascinated must be within 90 feet, able to see and hear the lillend, and able to pay attention to her. The lillend must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. She can target two creatures with a single use of this ability.
To use the ability, a lillend makes a Perform check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the lillend cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the lillend continues to play and concentrate (up to a maximum of 6 rounds). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the lillend to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su): A lillend can use song or poetics to inspire courage in her allies (including herself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the lillend sing. The effect lasts for as long as the ally hears the lillend sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

Inspire Competence (Su): A lillend can use her music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the lillend. The lillend must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the lillend’s music. Certain uses of this ability are infeasible. The effect lasts as long as the lillend concentrates, up to a maximum of 2 minutes. A lillend can’t inspire competence in herself. Inspire competence is a mind-affecting ability.

Suggestion (Sp): A lillend can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the lillend’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a lillend’s daily limit on bardic music performances. A Will saving throw (DC 17) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability, and the Save DC is Charisma based.

Skills: Lillends have a +4 racial bonus on Survival checks.

Greater Air Elemental [Air]
Huge Elemental (Air, Extraplanar)
HD 21d8+126 (220 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +14
AC 26; touch 18; flat-footed 16
(-2 Size, +10 Dex, +8 Natural)
BAB +15; Grp +30
Attack Slam +23 melee (2d8+7)
Full-Attack 2 slams +23 melee (2d8+7)
Space 15 ft.; Reach 15 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits
Saves Fort +13 Ref +22 Will +9
Abilities Str 24, Dex 31, Con 22, Int 8, Wis 11, Cha 11
Skills Listen +14, Spot +14
Feats Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Challenge Rating 9
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 8 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (2d8 damage) and may be lifted into the air. An affected creature must succeed on a DC 27 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Greater Earth Elemental [Earth]
Huge Elemental (Earth, Extraplanar)
HD 21d8+147 (241 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 20; touch 7; flat-footed 20
(-2 Size, -1 Dex, +13 Natural)
BAB +15; Grp +35
Attack Slam +25 melee (2d10+12)
Full-Attack 2 slams +25 melee (2d10+12)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth mastery, push
Special Qualities Damage reduction 10/-, darkvision: 60', earth glide, elemental traits
Saves Fort +19 Ref +6 Will +9
Abilities Str 35, Dex 8, Con 25, Int 8, Wis 11, Cha 11
Skills Listen +14, Spot +14
Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Challenge Rating 9
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Greater Fire Elemental [Fire]
Huge Elemental (Fire, Extraplanar)
HD 21d8+126 (220 hp)
Speed 60 ft. (12 squares)
Init: +12
AC 24; touch 16; flat-footed 16
(-2 Size, +8 Dex, +8 Natural)
BAB +15; Grp +30
Attack Slam +22 melee (2d8+7 plus 2d8 fire)
Full-Attack 2 slams +22 melee (2d8+7 plus 2d8 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +13 Ref +20 Will +9
Abilities Str 24, Dex 27, Con 22, Int 8, Wis 11, Cha 11
Skills Listen +14, Spot +14
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Challenge Rating 9
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 26) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Greater Water Elemental [Water]
Huge Elemental (Water, Extraplanar)
HD 21d8+147 (241 hp)
Speed 30 ft. (6 squares), swim 120 ft.
Init: +5
AC 22; touch 13; flat-footed 17
(-2 Size, +5 Dex, +9 Natural)
BAB +15; Grp +33
Attack Slam +23 melee (2d10+10)
Full-Attack 2 slams +23 melee (2d10+10)
Space 15 ft.; Reach 15 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits
Saves Fort +19 Ref +14 Will +9
Abilities Str 30, Dex 20, Con 25, Int 8, Wis 11, Cha 11
Skills Listen +14, Spot +14
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Challenge Rating 9
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 105 feet long) and stop larger vessels (up to 210 feet long). Even large ships (up to 420 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 21).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 10 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 30) when it comes into contact with the vortex or take 2d8 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Giant Squid
Huge Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 12d8+42 (86 hp)
Speed Swim 80 ft. (16 squares)
Init: +3
AC 17; touch 11; flat-footed 14
(-2 Size, +3 Dex, +6 Natural)
BAB +9; Grp +31
Attack Tentacle +17 melee (1d6+10)
Full-Attack 10 tentacles +17 melee (1d6+10) and bite +12 melee (2d8+5)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacle
Special Attacks Constrict (1d6+10), Improved Grab, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', ink cloud, jet, low-light vision, spell resistance: 8
Saves Fort +11 Ref +11 Will +5
Abilities Str 30, Dex 17, Con 17, Int 3, Wis 12, Cha 2
Skills Listen +10, Spot +11, Swim +18
Feats Alertness, Diehard, Endurance, Toughness (2)
Challenge Rating 11
Alignment Lawful Evil

An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Constrict (Ex): A giant squid deals 1d6+10 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Smite Good (Su): Once per day it can make a normal melee attack to deal 12 extra damage against a good foe.

Skills: A gaint squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Hellcat (Bezekira) - Devil [Evil, Lawful]
Large Outsider (Evil, Extraplanar, Lawful)
HD 8d8+40 (76 hp)
Speed 40 ft. (8 squares)
Init: +9
AC 21; touch 14; flat-footed 16
(-1 Size, +5 Dex, +7 Natural)
BAB +8; Grp +20
Attack Claw +15 melee (1d8+8)
Full-Attack 2 claws +15 melee (1d8+8) and bite +10 melee (2d8+4)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved grab, pounce, rake (1d8+4)
Special Qualities Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft.
Saves Fort +11 Ref +11 Will +8
Abilities Str 27, Dex 21, Con 21, Int 10, Wis 14, Cha 10
Skills Balance +16, Climb +19, Hide +13, Jump +23, Listen +17, Move Silently +20, Spot +13, Swim +19
Feats Dodge, Improved Initiative, Track
Challenge Rating 7
Alignment Chaotic Evil

A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.
A hellcat’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +15 melee, damage 1d8+4.

Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.

Fiendish Monstrous Centipede, colossal
Colossal Magical Beast (Augmented Vermin, Extraplanar)
HD 24d8+72 (180 hp)
Speed 40 ft. (8 squares), climb 40 ft.
Init: +1
AC 20; touch 4; flat-footed 18
(-8 size, +2 Dex, +16 Natural)
BAB +18; Grp +44
Attack Bite +20 melee (4d6+15 plus poison)
Full-Attack Bite +20 melee (4d6+15 plus poison)
Space 30 ft.; Reach 20 ft.
Special Attacks Poison, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', spell resistance: 25
Saves Fort +17 Ref +9 Will +8
Abilities Str 31, Dex 13, Con 16, Int 3, Wis 10, Cha 2
Skills Climb +18, Hide -7, Spot +4
Feats -
Challenge Rating 11
Alignment Neutral Evil

Poison (Ex): A monstrous centipede has a poisonous bite. It deals 2d6 Dex initial and secondary damage (Save DC 25). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 20 extra damage against a good foe.

Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Dire Tiger
Large Magical Beast (Augmented Animal, Extraplanar)
HD 16d8+80 (152 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 17; touch 11; flat-footed 15
(-1 Size, +2 Dex, +6 Natural)
BAB +12; Grp +26
Attack Claw +22 melee (2d4+10)
Full-Attack 2 claws +22 melee (2d4+10) and bite +16 melee (2d6+5)
Space 10 ft.; Reach 5 ft.
Special Attacks Improved Grab, Pounce, Rake (2d4+5), Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', low-light vision, scent, spell resistance: 21
Saves Fort +15 Ref +12 Will +11
Abilities Str 31, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills Hide +7*, Jump +16, Listen +6, Move Silently +11, Spot +7, Swim +12
Feats Alertness, Improved Natural Weapon (bite), Improved Natural Weapon (claw), Run, Stealthy, Weapon Focus (claw)
Challenge Rating 10
Alignment Chaotic Evil

Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Pounce (Ex): If a dire tiger charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +20 melee, damage 2d4+5.

Smite Good (Su): Once per day it can make a normal melee attack to deal 16 extra damage against a good foe.

Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Spider, gargantuan
Gargantuan Magical Beast (Augmented Vermin, Extraplanar)
HD 16d8+64 (136 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +3
AC 19; touch 9; flat-footed 16
(-4 Size, +3 Dex, +10 Natural)
BAB +12; Grp +33
Attack Bite +17 melee (2d8+13 plus poison)
Full-Attack Bite +17 melee (2d8+13 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', spell resistance: 21, tremorsense 60'
Saves Fort +14 Ref +8 Will +5
Abilities Str 29, Dex 17, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +16, Hide -5*, Jump +9*, Spot +4*
Feats -
Challenge Rating 10
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 2d6 Str damage (Fort save DC 22). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 16 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 22) or burst it with a Strength check (DC 26). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 16 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Tyrannosaurus (dinosaur)
Huge Magical Beast (Augmented Animal, Extraplanar)
HD 18d8+135 (216 hp)
Speed 40 ft. (8 squares)
Init: +1
AC 14; touch 9; flat-footed 13
(-2 Size, +1 Dex, +5 Natural)
BAB +13; Grp +32
Attack Bite +22 melee (3d6+16)
Full-Attack Bite +22 melee (3d6+16)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved Grab, Smite Good, Swallow Whole
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', low-light vision, scent, spell resistance: 23
Saves Fort +18 Ref +12 Will +8
Abilities Str 32, Dex 12, Con 25, Int 3, Wis 15, Cha 10
Skills Hide -2, Listen +14, Spot +14
Feats Alertness, Improved Natural Weapon (bite), Run, Toughness (3), Track
Challenge Rating 10
Alignment Chaotic Evil

Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage (3d6+18). The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard.
A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12), or it can just try to escape the grapple.
If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
If the swallowed creature cuts its way out, muscular action closes the hole once the creature exits; another swallowed opponent must cut its own way out.
A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.

Smite Good (Su): Once per day it can make a normal melee attack to deal 18 extra damage against a good foe.

Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Vrock (demon) [Chaotic, Evil]
Large Outsider (Chaotic, Extraplanar, Evil)
HD 10d8+90 (135 hp)
Speed 30 ft. (6 squares), fly 50 ft. (average)
Init: +2
AC 22; touch 11; flat-footed 20
(-1 Size, +2 Dex, +11 Natural)
BAB +10; Grp +22
Attack Claw +17 melee (2d6+8)
Full-Attack 2 claws +17 melee (2d6+8) and bite +15 melee (1d8+4)
Space 10 ft.; Reach 10 ft.
Special Attacks Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves Fort +16 Ref +9 Will +10
Abilities Str 27, Dex 15, Con 29, Int 14, Wis 16, Cha 16
Skills Concentration +22, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats Cleave, Combat Reflexes, Multiattack, Power Attack
Challenge Rating 9
Alignment Chaotic Evil

Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.

Spell-Like Abilities: At will — mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day — heroism. Caster level 12th. The save DCs are Charisma-based.

Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.

Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 24 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.

[b]Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

Beren One-Hand
2007-12-01, 04:16 PM
Summon Monster IX
Couatl
Large Outsider (Native)
HD 9d8+36 (76 hp)
Speed 20 ft. (4 squares), fly 60 ft. (good)
Init: +7
AC 21; touch 12; flat-footed 18
(-1 Size, +3 Dex, +9 Natural)
BAB +9; Grp +19
Attack Bite +14 melee (1d3+9 plus poison)
Full-Attack Bite +14 melee (1d3+9 plus poison)
Space 10 ft.; Reach 5 ft.
Special Attacks Constrict (2d8+9), improved grab, poison, psionics, spells
Special Qualities Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.
Saves Fort +10 Ref +9 Will +10
Abilities Str 22, Dex 16, Con 18, Int 17, Wis 19, Cha 17
Skills Concentration +16, Diplomacy +17, Jump +2, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
Challenge Rating 10
Alignment Lawful Good

Constrict (Ex): A couatl deals 2d8+9 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 18, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based.

Psionics (Sp): At will — detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based.

Spells: A couatl casts spells as a 9th-level sorcerer.
It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (Spells Per Day) (6/7/7/7/4; save DC 13 + spell level):
0 — cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance
1st — endure elements, mage armor, protection from chaos, true strike, wind wall
2nd — cure moderate wounds, eagle’s splendor, scorching ray, silence
3rd — gaseous form, magic circle against evil, summon monster III
4th — charm monster, freedom of movement

Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).

Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.

Leonal (guardinal) [Good]
Medium Outsider (Extraplanar, Good)
HD 12d8+84 (138 hp)
Speed 60 ft. (12 squares)
Init: +3
AC 27; touch 13; flat-footed 24
(+3 Dex, +14 Natural)
BAB +12; Grp +22
Attack Claw +22 melee (1d6+10)
Full-Attack 2 claws +22 melee (1d6+10) and bite +17 melee (1d8+5)
Space 5 ft.; Reach 5 ft.
Special Attacks Roar, pounce, improved grab, rake (1d6+10), spell-like abilities
Special Qualities Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, lowlight vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28
Saves Fort +15 (+19 against poison) Ref +11 Will +10
Abilities Str 31, Dex 17, Con 24, Int 14, Wis 14, Cha 15
Skills Balance +22, Concentration +14, Diplomacy +4, Hide +22, Intimidate +10, Jump +37, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
Feats Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
Challenge Rating 12
Alignment Neutral Good

Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks.
A leonal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.

Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): It gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.
Attack bonus +22 melee, damage 1d6+10.

Spell-Like Abilities: At will — detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day — cure critical wounds (DC 16), neutralize poison, remove disease; 1/day — heal (DC 18). Caster level 10th. The save DCs are Charisma-based.

Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.)

Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.

Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.

Celestial Roc
Gargantuan Magical Beast (Augmented Animal, Extraplanar)
HD 18d8+162 (243 hp)
Speed 20 ft. (4 squares), fly 80 ft. (average)
Init: +2
AC 17; touch 8; flat-footed 15
(-4 Size, +2 Dex, +9 Natural)
BAB +13; Grp +39
Attack Talon +23 melee (2d6+14)
Full-Attack 2 talons +23 melee (2d6+14) and bite +21 melee (2d8+7)
Space 20 ft.; Reach 15 ft.
Special Attacks Smite Evil
Special Qualities Acid/Cold/Electricity resistance: 10, damage reduction 10/magic, darkvision: 60', low-light vision, spell resistance: 23
Saves Fort +20 Ref +13 Will +9
Abilities Str 38, Dex 15, Con 28, Int 3, Wis 13, Cha 11
Skills Hide -3, Listen +10, Spot +14
Feats Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Challenge Rating 11
Alignment Chaotic Good

These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.

Smite Evil (Su): Once per day it can make a normal melee attack to deal 18 extra damage against an evil foe.

Skills: Rocs have a +4 racial bonus on Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Elder Air Elemental [Air]
Huge Elemental (Air, Extraplanar)
HD 24d8+144 (252 hp)
Speed Fly 100 ft. (perfect) (20 squares)
Init: +15
AC 27; touch 19; flat-footed 16
(-2 Size, +11 Dex, +8 Natural)
BAB +18; Grp +34
Attack Slam +27 melee (2d8+8)
Full-Attack 2 slams +27 melee (2d8+8)
Space 15 ft.; Reach 15 ft.
Special Attacks Air mastery, whirlwind
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits
Saves Fort +14 Ref +25 Will +10
Abilities Str 26, Dex 33, Con 22, Int 10, Wis 11, Cha 11
Skills Listen +29, Spot +29
Feats Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Challenge Rating 11
Alignment Neutral

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.

Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 12 rounds. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (2d8 damage) and may be lifted into the air. An affected creature must succeed on a DC 30 Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.

Elder Earth Elemental [Earth]
Huge Elemental (Earth, Extraplanar)
HD 24d8+168 (276 hp)
Speed 30 ft. (6 squares)
Init: -1
AC 22; touch 7; flat-footed 22
(-2 Size, -1 Dex, +15 Natural)
BAB +18; Grp +39
Attack Slam +29 melee (2d10+13/19-20)
Full-Attack 2 slams +29 melee (2d10+13/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Earth mastery, push
Special Qualities Damage reduction 10/-, darkvision: 60', earth glide, elemental traits
Saves Fort +21 Ref +7 Will +10
Abilities Str 37, Dex 8, Con 25, Int 10, Wis 11, Cha 11
Skills Listen +29, Spot +29
Feats Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Challenge Rating 11
Alignment Neutral

Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Elder Fire Elemental [Fire]
Huge Elemental (Fire, Extraplanar)
HD 24d8+144 (252 hp)
Speed 60 ft. (12 squares)
Init: +13
AC 25; touch 17; flat-footed 16
(-2 Size, +9 Dex, +8 Natural)
BAB +15; Grp +30
Attack Slam +26 melee (2d8+8 plus 2d8 fire)
Full-Attack 2 slams +26 melee (2d8+8 plus 2d8 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks Burn
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits, immunity to fire, vulerability to cold
Saves Fort +16 Ref +23 Will +10
Abilities Str 26, Dex 29, Con 22, Int 10, Wis 11, Cha 11
Skills Listen +28, Spot +29
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Challenge Rating 11
Alignment Neutral

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.

Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save (DC 28) or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

Elder Water Elemental [Water]
Huge Elemental (Water, Extraplanar)
HD 24d8+168 (276 hp)
Speed 30 ft. (6 squares), swim 120 ft.
Init: +6
AC 23; touch 14; flat-footed 17
(-2 Size, +6 Dex, +9 Natural)
BAB +18; Grp +37
Attack Slam +27 melee (2d10+11/19-20)
Full-Attack 2 slams +27 melee (2d10+11/19-20)
Space 15 ft.; Reach 15 ft.
Special Attacks Water mastery, drench, vortex
Special Qualities Damage reduction 10/-, darkvision: 60', elemental traits
Saves Fort +21 Ref +16 Will +10
Abilities Str 32, Dex 22, Con 25, Int 10, Wis 11, Cha 11
Skills Listen +29, Spot +29
Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Challenge Rating 11
Alignment Neutral

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (up to 120 feet long) and stop larger vessels (up to 240 feet long). Even large ships (up to 480 feet long) can be slowed to half speed.

Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level 24).

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 10 rounds. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and up to 60 feet tall. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed on a Reflex save (DC 33) when it comes into contact with the vortex or take 2d8 damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.

Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Barbed Devil (Hamatula) [Evil, Lawful]
Medium Outsider (Evil, Extraplanar, Lawful)
HD 12d8+86 (150 hp)
Speed 30 ft. (6 squares)
Init: +6
AC 29; touch 16; flat-footed 23
(+6 Dex, +13 Natural)
BAB +12; Grp +24
Attack Claw +20 melee (2d8+8 plus fear)
Full-Attack 2 claws +20 melee (2d8+8 plus fear)
Space 5 ft.; Reach 5 ft.
Special Attacks Fear, improved grab, impale 3d8+9, summon devil
Special Qualities Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves Fort +16 Ref +14 Will +12
Abilities Str 27, Dex 23, Con 27, Int 12, Wis 14, Cha 18
Skills Concentration +23, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Challenge Rating 11
Alignment Lawful Evil

Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.

Impale (Ex): A barbed devil deals 3d8+12 points of piercing damage to a grabbed opponent with a successful grapple check.

Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.

[b]Summon Devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+8 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.

Spell-Like Abilities: At will — greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day — order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.

Fiendish Dire Shark
Huge Magical Beast (Aquatic, Augmented Animal, Extraplanar)
HD 18d8+102 (183 hp)
Speed Swim 60 ft. (12 squares)
Init: +2
AC 17; touch 10; flat-footed 15
(-2 Size, +2 Dex, +7 Natural)
BAB +13; Grp +29
Attack Bite +20 melee (2d8+12)
Full-Attack Bite +20 melee (2d8+12)
Space 15 ft.; Reach 10 ft.
Special Attacks Improved Grab, Swallow Whole, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', keen scent, spell resistance: 23
Saves Fort +16 Ref +13 Will +12
Abilities Str 27, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills Listen +12, Spot +11, Swim +16
Feats Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Challenge Rating 11
Alignment Neutral Evil

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage (2d8+12). The swallowed creature takes 2d8+6 points of bludgeoning damage and 1d8+4 points of acid damage per round from the shark's digestive juices.
A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the shark's digestive tract (AC 13), or it can just try to escape the grapple.
If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
If the swallowed creature cuts its way out, muscular action closes the hole once the creature exits; another swallowed opponent must cut its own way out.
A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.

Smite Good (Su): Once per day it can make a normal melee attack to deal 18 extra damage against a good foe.

Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Fiendish Monstrous Scorpion, gargantuan
Gargantuan Magical Beast (Augmented Vermin, Extraplanar)
HD 20d8+100 (190 hp)
Speed 50 ft. (10 squares)
Init: +0
AC 24; touch 6; flat-footed 24
(-4 Size, +18 Natural)
BAB +15; Grp +39
Attack Claw +23 melee (2d6+12)
Full-Attack 2 claws +23 melee (2d6+12) and sting +18 melee (2d6+6 plus poison)
Space 20 ft.; Reach 15 ft.
Special Attacks Constrict (2d6+12), Improved Grab, Poison, Smite Good
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', spell resistance: 25, tremorsense 60'
Saves Fort +17 Ref +6 Will +6
Abilities Str 35, Dex 10, Con 20, Int 3, Wis 10, Cha 2
Skills Climb +16, Hide -8, Spot +4
Feats -
Challenge Rating 12
Alignment Neutral Evil

Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): A monstrous scorpion has a poisonous sting. It deals 1d8 Con initial and secondary damage (Save DC is 25). The save DC is Constitution-based.

Smite Good (Su): Once per day it can make a normal melee attack to deal 20 extra damage against a good foe.

Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Night Hag [Evil]
Medium Outsider (Evil, Extraplanar)
HD 8d8+48 (84 hp)
Speed 20 ft. (4 squares)
Init: +1
AC 22; touch 11; flat-footed 21
(+1 Dex, +11 Natural)
BAB +8; Grp +14
Attack Bite +14 melee (2d6+9 plus disease)
Full-Attack Bite +14 melee (2d6+9 plus disease)
Space 5 ft.; Reach 5 ft.
Special Attacks Spell-like abilities, dream haunting
Special Qualities Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Saves Fort +14* Ref +9* Will +10*
Abilities Str 23, Dex 12, Con 22, Int 11, Wis 15, Cha 12
Skills Bluff +12, Concentration +17, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats Alertness, Combat Casting, Mounted Combat
Challenge Rating 9
Alignment Neutral Evil

Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.
A night hag’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Disease (Ex): Demon fever — bite, Fortitude DC 20, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 20 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

Spell-Like Abilities: At will — detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.

Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.

HEARTSTONE
All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.

Bebilith (demon) [Chaotic, Evil]
Huge Outsider (Chaotic, Extraplanar, Evil)
HD 12d8+120 (174 hp)
Speed 40 ft. (8 squares), climb 20 ft.
Init: +5
AC 22; touch 9; flat-footed 21
(-2 Size, +1 Dex, +13 Natural)
BAB +12; Grp +31
Attack Bite +21 melee (2d6+11 plus poison) or web +11 ranged
Full-Attack Bite +21 melee (2d6+11 plus poison) and 2 claws +16 melee (2d4+5)
or web +11 ranged
Space 15 ft.; Reach 10 ft.
Special Attacks Poison, rend armor, web
Special Qualities Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.
Saves Fort +18 Ref +9 Will +9
Abilities Str 32, Dex 12, Con 30, Int 11, Wis 13, Cha 13
Skills Climb +26, Diplomacy +3, Hide +16, Jump +30, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Challenge Rating 10
Alignment Chaotic Evil

A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
A bebilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Poison (Ex): Injury, Fortitude DC 26, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.

Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+22 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.

Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 26 Escape Artist check or burst the web with a DC 26 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).

Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

Fiendish Monstrous Spider, Colossal
Colossal Magical Beast (Augmented Vermin, Extraplanar)
HD 32d8+128 (272 hp)
Speed 30 ft. (6 squares), climb 20 ft.
Init: +2
AC 22; touch 4; flat-footed 20
(-8 Size, +2 Dex, +18 Natural)
BAB +24; Grp +52
Attack Bite +28 melee (4d6+18 plus poison)
Full-Attack Bite +28 melee (4d6+18 plus poison)
Space 40 ft.; Reach 30 ft.
Special Attacks Poison, Smite Good, Web
Special Qualities Cold/Fire resistance: 10, damage reduction 10/magic, darkvision: 60', spell resistance: 25, tremorsense 60'
Saves Fort +22 Ref +12 Will +10
Abilities Str 35, Dex 15, Con 18, Int 3, Wis 10, Cha 2
Skills Climb +18, Hide -10*, Jump +12*, Spot +7*
Feats -
Challenge Rating 13
Alignment Chaotic Evil

Monstrous spiders come in two general types: hunters and web-spinners.
Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.

Poison (Ex): A monstrous spider has a poisonous bite that deals 2d8 Str damage (Fort save DC 30). The save DCs are Constitution-based. The indicated damage is initial and secondary damage.

Smite Good (Su): Once per day it can make a normal melee attack to deal 20 extra damage against a good foe.

Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check (DC 30) or burst it with a Strength check (DC 34). Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

All natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Hezrou (demon) [Chaotic, Evil]
Large Outsider (Chaotic, Extraplanar, Evil)
HD 10d8+113 (158 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 23; touch 9; flat-footed 23
(-1 Size, +14 Natural)
BAB +10; Grp +21
Attack Bite +16 melee (4d4+7)
Full-Attack Bite +16 melee (4d4+7) and 2 claws +11 melee (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks Spell-like abilities, stench, improved grab, summon demon
Special Qualities Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves Fort +18 Ref +7 Will +9
Abilities Str 25, Dex 10, Con 33, Int 14, Wis 14, Cha 18
Skills Climb +20, Concentration +24, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats Blind-Fight, Cleave, Power Attack, Toughness
Challenge Rating 11
Alignment Chaotic Evil

Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Spell-Like Abilities: At will — chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day — blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.

Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 26 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Constitution-based.

Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

DracoDei
2007-12-02, 04:52 AM
Thank you for your service to the D&D community. I double check at least some of them.

Beren One-Hand
2007-12-04, 09:12 PM
Thank you for your service to the D&D community. I double check at least some of them.

Thanks!
I started this on an individual basis, whenever I was going to summon a monster I would work out its stat block to make it easily for my DM - but pretty soon I decided to compile them all so we can easily look it up whenever needed.

DracoDei
2007-12-04, 10:02 PM
Shouldn't all the Celestial ones have the [Good] type and all the Fiendish ones have the [Evil] type? Haven't checked the rules but it seemed worth mentioning. Otherwise you could have good casters summoning fiendish dire rats without consequences which just seems flat out wrong to me.

Beren One-Hand
2007-12-04, 11:15 PM
Shouldn't all the Celestial ones have the [Good] type and all the Fiendish ones have the [Evil] type? Haven't checked the rules but it seemed worth mentioning. Otherwise you could have good casters summoning fiendish dire rats without consequences which just seems flat out wrong to me.


When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
That means the spell is a [Good] spell only when the creature has the (Good) subtype. Since the Celestial/Fiendish template doesn't affect the base creature's subtype (except giving it the extraplanar subtype when found on the material plane) they don't alter the spell's descriptor when summoned.
Only true outsiders/elementals alter the descriptor since they have the subtypes naturally.

So yeah, mechanically there is nothing stopping a Lawful Good cleric from summoning a Fiendish Monsterous Spider (whose alignment is Chaotic Evil) to fight for him... of course as in anything, The Deity's word goes :smallwink:

Son_of_Meepo
2007-12-06, 04:31 AM
The poison ability of the monstrous centipede is missing that they do Dex damage. The die and save DC is listed, just not the stat affected.

Beren One-Hand
2007-12-06, 08:53 PM
The poison ability of the monstrous centipede is missing that they do Dex damage. The die and save DC is listed, just not the stat affected.

Thanks! Don't know how I missed that.

Fixed!