Eric Thursley

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Eric Thursley[edit]

Demonologist-for-hire

LN Male Human Conjurer 3/ Master Specialist 2/ Malconvoker 2


The title of one the most (in)famous books on the subject is Mallificarum Sumpta Diabolicite Occularis Singularum, the Book of Ultimate Control. It is relatively well known among practitioners of the arcane, although wizards rarely bother with it. This might seem odd, because if there is one thing a wizard would trade his grandmother for, it is power. But it isn't all that strange, as any wizard bright enough to breathe unassisted for five minutes is also bright enough to realize that if there is any power in demonology, than it lies with the demons. Attempting to use it for your own purposes would be like trying to beat mice to death with an aggravated rattlesnake.

- Archchancellor Marificious - (three days before mysteriously disappearing from his private office, leaving soot-covered walls and a lingering trace of brimstone.)


Editor's Note[edit]

During the creation of this character it soon became clear that some manner of organization was required to ensure smooth gameplay. Initially, the idea was to use printed cue cards in a filofax-type organizer.

However, the timely release of the new iPhone 3G made this option largely obsolete as this offered a flexible digital solution, with this page serving as a personalized System Reference Document (SRD) during play.


Disclaimer The name for this character and most of the excerpt above came from a book whose author ranks among the top of my personal favorites. I am however not in any way affiliated with said material or it's owner. The character portrayed in the pages of this DnD campaign is not intended to resemble the character from the aforementioned book beyond a few basic characteristics. Any descriptions included in these pages which diverge from the original material are a fabrication of my own. It is in no way intended that the contents of these pages reflect negatively on the aforementioned book and/or author.


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First impression[edit]

An air of preoccupation is what most people notice first about Mr. Eric Thursley. He looks harmless enough allright, a slightly built man in his late twenties with disheveled hair and a scruffy beard. A typical bookworm, some might say, one of nature’s banking clerks or assistant librarians. However, if one happened to ask Mr. Thursley about the subject of his research, his normally wandering eyes would likely fix into a stare of unexpected intensity. A driven man this Eric would turn out to be, obsessed even, with what he calls ‘the study of extra-dimensional, or inter-planar, entities’. It might take a moment to realize that he is, in all seriousness, holding forth about the lore of demons. This with a passion and fervor commonly associated with the more radical of religious zealots. If one were to actually pay attention to his ramblings, which would already be more than most are like to do, one would notice his habitual references to his great-grandfather, supposedly the renowned Dr. Faustus himself. Eric seems determined to prove his ancestors’ theories and hypothesis, which seem to revolve around the belief that the school of Conjuration is the purest and thus most deserving to be recognized as the highest of Magics.

In spite of, or more correctly, because of this very same motivation, Mr. Thursley has his uses in the private sector. He does seem to have an natural aptitude in dealing with these so-called inter-planar entities, walking a fine line between brilliance and madness. His tendency to barely distinguish between employers and willingness to work for- and with virtually anyone in order to further his own studies, makes him an interesting associate for any number of organizations.


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Journal[edit]

Preface[edit]

A firm hypothesis is emerging. For the past eighteen months or so I have tracked down and consulted a great number of libraries' and similar institutions' collected works, both public and private, regarding the wide variety of inter-planar entities. If one considers the whole scope of documented sightings and encounters, a number of clear trends can be identified.

I have started incorporating these trends in an integrated system of classification. Using a typology that distinguishes between Magical beasts, Elementals and Outsiders as a starting point, I have begun design of a definite set of protocols for the calling and directing of said entities. It is my belief that, as once my pressed-toad collection was the envy of my peers during childhood, this system will set the standard for future developments within this most exciting field of Conjuration.

Session I - A break in routine. [16/07/08][edit]

I found myself to have been teleported somehow to a location unknown. Truly dreadfully inconvenient this was as it happened while en route to the university city of Baralthof where I had hoped to peruse their chronology of spontaneous apparitions, or more commonly known as demonic visitations. My new location turned out to be a 10-by10ft room with some basic furnishings. A distinctly short and slight-statured individual, who I can only presume to have been the previous occupant, was in the process of being evicted by an ogre-sized beast sheathed in full plate armor. Something about this feller struck a sense of recognition, possibly in relation to something I'd read about in my research, which suggested I might no longer be on the primary Material plane. After a momentarily flash of disquiet about this development, I realized the worth of this opportunity to gather first-hand data on the local inhabitants.

On a side note, I seemed to have misplaced my satchel with travel necessities. I'll make sure to tell my host to have someone look for it, as my notes and modest selection of spells are of vital importance for the continuation of my work.

Speaking of which, before ending up here, I was considering some possible improvements with regard to the use of inward facing magic circles in conjunction with a dimensional anchor as an aid in directing the stronger kinds of entities. Luckily the floor in this room is flat and even enough for some preliminary sketches, with only the clamor and shouting in the distance proving somewhat of a distraction.

That ogre-feller interrupted me at a most critical moment of design, babbling something about an audience with his master or similar. At this point I firmly told him to come back later, having agreed to no such appointment with anyone. Unbelievable, how downright rude some people can get when they’re only concerned with their own interests.

Some minutes later, I did remember having received a letter some weeks ago from someone requesting a meeting. The message seemed to be quite urgent and was clearly of great importance to the writer. Alas, I was unable to pay any attention to it at the time, as I was in the middle of a breakthrough on extending the duration of called entities.

I considered looking for my host and finding out his intentions, only to find out that the door seemed to have no latch on the inside. To make matters more complicated, a quick cantrip seemed to confirm that magic is somehow suppressed in this room, and maybe the rest of this environment.

As I went back to refining the magic circle design, I once more found myself distracted by the noise. It almost sounded like a number of animals fighting, quite inappropriate to the contemplative mindset I required. If this were to keep up any longer I felt I might be forced to make some complaint.


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Statistics[edit]

Str 10 (+0)

Dex 18 (+4) [base 17, +1 lvl4]

Con 16 (+3) [base 14, +2 item]

Int 18 (+4)

Wis 13 (+1)

Cha 14 (+2) [base 13, +1 item]


Hit Points: xxx [xxx base, +18 Con]

Subdual Damage: 0

Init: +8 [+4 Dex, +4 Improved Initiative]

BAB: +2 [+1 Conjurer, +1 Master Specialist]

Grapple: +2


Armor Class: 16, touch 12, flat-footed 14 [+2 Dex, +4 Mage armor]

Fort: +6 [+1 class, +3 Con, +2 vest of resistance]

Ref: +5 [+1 class, +2 Dex, +2 vest of resistance]

Will: +12 [+9 class, +1 Wis, +2 vest of resistance]


Speed: 30 ft. [30 ft. base; Light load, No armor]


Attacks

+4 melee, MW club, 1d6+0, x2.

+3 melee, melee touch, by spell.

+5 ranged, ranged touch, by spell.


Skills

Bluff +12 [10 ranks, +2 Cha]

Concentration +13 [10 ranks, +3 Con]

Decipher Script +5 [1 rank, +4 Int]

Diplomacy +4 [0 ranks, +2 Cha, +2, +2 synergy]

Knowledge (arcana) +14/+19^ [10 ranks, +4 Int]

Knowledge (dungeoneering) +5/+10^ [1 rank, +4 Int]

Knowledge (nature) +7/+13^ [3 ranks, +4 Int]

Knowledge (religion) +6/+11^ [2 ranks, +4 Int]

Knowledge (the planes) +14/+19^ [10 ranks, +4 Int]

Speak Language +5 [5 ranks]

Spellcraft +19/+21* [10 ranks, +4 Int, +3 Skill Focus, +2 synergy]

[* Indicates +2 bonus to learn spells of chosen school, Conjurer 1]

[^ Indicates +5 bonus to identify a creature or to learn its special powers or vulnerabilities]


Languages

Speaks Common, Draconic, Elven, Infernal, Abyssal, Celestial, Auran, Aquan, Ignan, Terran


Skill Tricks

Collector of Stories [2 pts]


Total 64 skill points (36 pts Conjurer, 14 pts Master Specialist, 14 pts Malconvoker)


Spells Prepared (3+3/3+3/3+3/2+3; CL 6th/7th*; DC 14/15^ + spell level

0 – Acid Splash (2), Caltrops, Detect Magic, Mage Hand, Read Magic.

1st - Benign Transposition, Grease, Feather Fall, Mage Armor, Summon Monster I (2).

2nd - Fog Cloud, Glitterdust, Spider Climb, Summon Monster II, Summon Swarm, Web.

3rd - Dimension Step, Dispel Magic, Mass Mage Armor, Mass Snake's Swiftness, Summon Monster III (2).

[* Indicates CL when summoning Demons]

[^ Indicates DC for Conjuration spells]


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Class Features[edit]

Conjurer 3[edit]

Contruction kit [houserules]

Class skills: added Bluff and Speak Language - dropped Knowledge (geography) and Knowledge (history)


Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.

Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier. Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score. Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.

Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

School Specialization A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.

A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. [Dropped schools: Evocation and Enchantment]


CONJURER VARIANTS

One of the most versatile schools of magic, conjuration offers its disciples an effective solution to nearly any task: Simply summon the appropriate monster and let it solve the problem. In combat, high-level conjurers fight from behind wave after wave of summoned foes, and in most battles they simply direct then-summoned allies into the conflict. In addition to these vaunted summoning powers, conjuration provides effective combat spells and access to (exportation magic.

While virtually any campaign can benefit from rival groups of conjurers serving diverse agendas, conjurers are particularly effective in combat-heavy campaigns. Campaigns that feature a great deal of long-distance travel or travel between planes also benefit from including diverse groups of conjurers, because (heir specialty facilitates travel and encourages a thorough understanding of the creatures of the Outer Planes.

Rapid Summoning (Ex): Any time a conjurer using this variant casts a summon monster spell, its casting time is 1 standard action rather than 1 full round. (Creatures so summoned can only take a standard action in the round they are summoned.) Conjurers using this variant gain the normal benefits from enhancing a summon monster spell with the Quicken Spell feat

A conjurer using this variant permanently gives up the ability to obtain a familiar.

Enhanced Summoning (Ex): At 1st level, a conjurer using this variant gains the Augmented Summoning feat for free*

*instead of the Scribe Scroll feat.

A conjurer using this variant does not gain bonus feats for advancing as a wizard.


FOCUSED SPECIALIST

Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus.

Class: Wizard. Level: 1st. Special Requirement: You must be a specialist wizard.

Replaces: You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher-level wizard spells, you lose one spell slot from each new level of spells you can cast.

You must also choose another prohibited school of magic, which can't be divination. [Dropped school: Illusion]

Benefit: You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard.

This benefit doesn't apply to spells gained from classes other than wizard.

Master Specialist 2[edit]

Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in the wizard class. You do not, however, gain any other benefit a character of that class would have gained.

Skill Focus (Spellcraft): At 1st level, you gain Skill Focus (Spellcraft) as a bonus feat.

Expanded Spellbook: When you reach 2nd level, you can add one spell of your chosen school to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level.


Malconvoker 2[edit]

Spellcasting: At each level beyond 1st, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained, If you had more than one spellcasting class before becoming a malconvoker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Deceptive Summons (Su): At 1st level, you can attempt to trick evil creatures you conjure into serving you for longer than they normally would. When casting a summon monster spell to summon an evil-aligned creature, you can attempt a Bluff check as a free action, opposed by the creature’s Sense Motive check, If your check succeeds, the duration of the effect is doubled (as if by the Extend Spell feat), and the summoned creature might be subject to additional effects as described below, If it fails, the duration remains as normal and no additional effects can be applied. If you fail the check by 5 or more, the creature breaks free of your control and is hostile toward you (though it still disappears as normal when the spell’s duration ends).

If you use this ability when summoning multiple creatures, you must attempt an opposed skill check separately against each creature you wish to affect.

Beginning at 4th level, you can whip the deceived creatures into an infernal fury, If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on weapon damage rolls and 2 extra hit points per Hit Die (in addition to the bonuses conferred by Augment Summoning).

Beginning at 7th level, you can instill the deceived creatures with exceptional resistance to your enemies’ attempts to control or dismiss them, If your Bluff check to extend the duration of summoning succeeds, the creatures get a +2 bonus on Will saves, and your effective caster level is increased by 2 for the purpose of resisting dispel magic and similar effects against those creatures.

Unrestricted Conjuration: For the purpose only of casting conjuration spells, you can ignore any restrictions that forbid you from casting spells of certain alignments. In addition, regular use of conjuration spells with the evil descriptor does not threaten to change your alignment. For example, a good cleric who becomes a malconvoker could cast summon monster I to summon a fiendish raven (whose alignment gives the spell the evil descriptor). The cleric could not cast death knell, though, which has the evil descriptor but is not of the conjuration school.

Planar Binding: Beginning at 2nd level, you can add the following spells to your class spell list and your list of known spells (or your spellbook) at the indicated levels, If you already have one or more of these spells on your class list at a different level, treat it as being of the lower level.

5th lesser planar binding.

6th: planar binding.

8th: greater planar binding.


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Feats[edit]

Improved Initiative [Level 1]

Benefit: You get a +4 bonus on initiative checks.

Special: A fighter may select Improved Initiative as one of his fighter bonus feats.


Spell Focus (Conjuration) [Human Bonus]

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


Augment Summoning [Conjurer 1]

Prerequisite: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


Cloudy Conjuration [Level 3]

Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport.

Prerequisite: Spell Focus (conjuration) or conjurer level 1st.

Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any).

The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat.


Skill Focus (Spellcraft) [Master Specialist 1]

Benefit: You get a +3 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Demon Mastery [Level 6]

You are particularly skilled at summoning demons and convincing them to serve you. Benefit: You gain a +2 bonus on Charisma checks made to resolve the effects of planar binding and similar spells. Additionally, whenever you use a spell to summon a demon, your effective caster level increases by 1 tor the purpose of resolving its effects.


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Equipment[edit]

  • [Head] Headband of intellect +2 [4.000gp]
  • [Face]
  • [Throat] Neckerchief of Charisma +1 [1.000gp]
  • [Shoulders] Cloak of resistance +2 [4.000gp]
A cloak of resistance offers magical protection in the form of a +1 to +5 resistance bonus on saving throws.
  • [Body]
  • [Torso] Vestment of Health +1 [1.000gp]
  • [Waist] Healing belt 3/3 [750gp]
While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation, In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.
  • [Arms]
  • [Hands] Gloves of Dexterity +1 [1.000gp]
  • [Ring 1]
  • [Ring 2]
  • [Feet] Anklet of Translocation [1.400gp]
Activation; Swift (command)
An anklet of translocation allows you to make short dimensional hops. When it is activated, you can instantly teleport (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect.
"You can't use the anklet to move into a space occupied by another creature, nor can you teleport into a solid object; if you attempt to do so, the anklet's activation is wasted. You can bring along objects weighing up to your maximum load, but you can't bring another creature with you,
An anklet of Translocation functions two times per day.


  • Walking stick (Masterwork club) [300gp]
  • Beltpouch
Money remaining (1.439,70gp)
Antitoxin (1 vial) [50gp]
  • Satchel
Bedroll
Waterskin
Map case
Spellbook[15gp]
Scrolls Dim.Door, Black Tentacles, SM IV [2.100gp]
Inkpen + Ink (8-oz. vial) [8gp]
Journal


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Spellbook[edit]

Spellbook (61/100 pgs used)

0 - Amanuensis, Acid Splash, Arcane Mark, Caltrops, Detect Magic, Launch Item, Mage Hand, Mending, Message, Prestidigitation, Read Magic, Stick.

1st - Benign Transposition, Feather Fall*, Grease*, Identify, Mage Armor*, Obscuring Mist*, Protection from Evil, Ray of Enfeeblement, Summon Monster I.

2nd – Chain of Eyes, Eagle’s Splendor*, Fog Cloud*, Glitterdust*, Snake's Swiftness, Spider Climb, Summon Monster II, Summon Swarm, Web.

3rd - Dimension Step, Dispel Magic*, Mage Armor, Mass, Magic Circle against Evil*, Mass Snake's Swiftness, Summon Monster III, Tongues*.

[* Indicates spell purchased and copied]


Cantrips[edit]

Amanuensis[edit]

Transmutation

Level: Cleric 0, sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: Object or objects with writing Duration: 10 minutes/level Saving Throw: Will negates (object) Spell Resistance: Yes (object)

You cause writing from one source (such as a book) to be copied into a book, paper, or parchment. This spell copies 250 words per minute and creates a perfect duplicate of the original. The spell copies only nonmagical text, not illustrations or magical writings {such as the text of a spellbook, a spell scroll, or a sepia snake sigil). If the target contains normal and magical writing (such as a letter with explosive runes), only the normal text is copied, leaving blank space in the copied text where the magical writing would be expected. Likewise, if the target contains text and illustration, only the text is copied.

The spell triggers (but does not copy) writing-based magic traps in the material being copied.

Blank paper, parchment, or a book must be provided for the spell to write upon. If the target has multiple pages, the spell automatically turns to the next blank page whenever necessary. if more pages in the target exist than blank pages are available, the spell copies the original until it runs out of blank pages. At any time during the spell's duration you can redirect the magic to copy from another target, copy onto a different blank source, or resume a duplication that was interrupted by a shortfall of blank pages.

The spell does not translate the copied writing. If you do not understand the original, you have no additional ability to understand the copy.


Acid Splash[edit]

Conjuration (Creation) [Acid]

Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One missile of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No

You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.


Arcane Mark[edit]

Universal

Level: Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: One personal rune or mark, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Spell Resistance: No

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month. Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Caltrops[edit]

Conjuration (Creation)

Level: Sorcerer/wizard 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Area: See text Duration: 1 round/level Saving Throw: None Spell Resistance: No

A caltrops spell covers one 5-foot-by-5-foot square with caltrops. Every time a creature moves into an area covered by caltrops or spends a round fighting while standing in such an area, it might step on one. The caltrops make one attack roll (+0 melee) against the creature. For this attack, the target's shield and deflection bonuses do not count, nor does its armor bonus for armor worn. A target wearing shoes or other footwear gains a+2 armor bonus to Armor Class (which does count). If the caltrops succeed on the attack, the creature has stepped on one.

A successful attack by a caltrop deals 1 point of damage. If the target is Small, Medium, or Large, its land speed is reduced by one-halt because of the injury. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

The DM judges the effectiveness of caltrops against unusual opponents or opponents outside the size range given above. A giant centipede, for example, can scramble among the caltrops with no chance of hurting itself, and a fire giant wearing thick, massive boots might be immune to their attacks.

For every two caster levels beyond 1st, you can affect an additional 5-foot-by-5-foot square, and the caltrops' attack bonus increases by 1. Thus, you affect two squares at 3rd level (+1 melee), three at 5th level (+2 melee), four at 7th level (+3 melee), and a maximum of five at 9th level or higher (+4 melee maximum).

Multiple caltrops spells (or mundane caltrops) occupying the same space have no additional effect.


Detect Magic[edit]

Divination

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No

You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.

1st Round: Presence or absence of magical auras.

2nd Round: Number of different magical auras and the power of the most potent aura.

3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)

Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.

Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.

————————— Aura Power —————————

Spell or Object Faint Moderate Strong Overwhelming

Functioning spell (spell level) 3rd or lower 4th–6th 7th–9th 10th+ (deity-level)

Magic item (caster level) 5th or lower 6th–11th 12th–20th 21st+ (artifact)

Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:

Original Strength Duration of Lingering Aura

Faint 1d6 rounds

Moderate 1d6 minutes

Strong 1d6x10 minutes

Overwhelming 1d6 days

Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect magic can be made permanent with a permanency spell.


Launch Item[edit]

Transmutation

Level: Sorcerer/wizard 0 Components: S Casting Time: 1 standard action Range: Touch Target: One Fine item in your possession, weighing up to 10 lb. Duration: Instantaneous Saving Throw: None Spell Resistance: No

You cause a Fine item in your possession to fly at great speed to a target or location you specify, out to medium range {100 ft. 4 10 ft./Ievel).

This spell is normally used to launch dangerous items (flasks of acid, thunderstones, and so on) farther than you could normally throw them. You can use this spell to make an attack with a splash weapon. If you choose to do so, you must make an attack roll as normal, but you suffer no penalties for range.


Mage Hand[edit]

Transmutation

Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One nonmagical, unattended object weighing up to 5 lb. Duration: Concentration Saving Throw: None Spell Resistance: No

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.


Mending[edit]

Transmutation

Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target: One object of up to 1 lb. Duration: Instantaneous Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object)

Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.

Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).


Message[edit]

Transmutation [Language-Dependent]

Level: Brd 0, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: One creature/level Duration: 10 min./level Saving Throw: None Spell Resistance: No

You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.

Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.

Focus: A short piece of copper wire.


Prestidigitation[edit]

Universal

Level: Brd 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 10 ft. Target, Effect, or Area: See text Duration: 1 hour Saving Throw: See text Spell Resistance: No

Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.


Read Magic[edit]

Divination

Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V, S, F Casting Time: 1 standard action Range: Personal Target: You Duration: 10 min./level

By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).

Read magic can be made permanent with a permanency spell.

Focus: A clear crystal or mineral prism.


Stick[edit]

Transmutation

Level: Bard 0, sorcerer/wizard 0 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Nonmagical, unattended object weighing up to 5 lb. Duration: Instantaneous Saving Throw: Will negates (object) Spell Resistance: Yes (object)

Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue.


1st Level[edit]

Benign Transportation[edit]

Conjuration (Teleportation)

Level: Sorcerer/wizard 1 Components: V Casting Time: I standard action Range: Medium (100 ft. + 10 ft/level) Targets: Two willing creatures of up to Large size Duration: Instantaneous Saving Throw: None Spell Resistance: No

Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within range. Objects carried by the creatures (up to the creatures' maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.


Feather Fall[edit]

Transmutation

Level: Brd 1, Sor/Wiz 1 Components: V Casting Time: 1 free action Range: Close (25 ft. + 5 ft./2 levels) Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart Duration: Until landing or 1 round/level Saving Throw: Will negates (harmless) or Will negates (object) Spell Resistance: Yes (object)

The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.

The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.

You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.

This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.

Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.


Grease[edit]

Conjuration (Creation)

Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.

Material Component: A bit of pork rind or butter.


Identify[edit]

Divination

Level: Brd 1, Magic 2, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 hour Range: Touch Targets: One touched object Duration: Instantaneous Saving Throw: None Spell Resistance: No

The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).

Identify does not function when used on an artifact.

Arcane Material Component: A pearl of at least 100gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.


Mage Armor[edit]

Conjuration (Creation) [Force]

Level: Sor/Wiz 1 Components: V, S, F Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 hour/level (D) Saving Throw: Will negates (harmless) Spell Resistance: No

An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Focus: A piece of cured leather.


Obscuring Mist[edit]

Conjuration (Creation)

Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 Components: V, S Casting Time: 1 standard action Range: 20 ft. Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high Duration: 1 min./level Saving Throw: None Spell Resistance: No

A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.

This spell does not function underwater.


Protection from Evil[edit]

Abjuration [Good]

Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: No; see text

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.

Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.


Ray of Enfeeblement[edit]

Necromancy

Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes

A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.


Summon Monster I[edit]

Conjuration (Summoning) [see text]

Level: Brd 1, Clr 1, Sor/Wiz 1 Components: V, S, F/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

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. Arcane Focus: A tiny bag and a small (not necessarily lit) candle.

1st Level

  • Celestial dog (LG)
  • Celestial owl (LG) [instead of Elysian Thrush (NG, PH118)]
  • Celestial giant fire beetle (NG)
  • Celestial porpoise (NG) *
  • Celestial badger (CG)
  • Celestial monkey (CG)
  • Fiendish dire rat (LE)
  • Fiendish raven (LE)
  • Fiendish monstrous centipede, Medium (NE)
  • Fiendish hawk (CE)
  • Fiendish monstrous spider, Small (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)]
  • Fiendish octopus (CE) *
  • Fiendish monstrous crab, Small (NE, Sto141) [instead of Fiendish monstrous scorpion, Small (NE)]
  • Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Small viper (CE)]

* May be summoned only into an aquatic or watery environment.


2nd Level[edit]

Chain of Eyes[edit]

Divination

Level: Cleric 3, druid 4, sorcerer/wizard 2 Components: V, S Casting Time: I standard action Range: Touch Target: Living creature touched Duration: 1 hour/level Saving Throw: Will negates Spell Resistance: Yes

You can use another creature's vision instead of your own. While this spell gives you no control over the subject, each time it comes into physical contact with another living being, you can choose to transfer your sensor to the new creature. During your turn in round, you can use a free action to switch from seeing through the current creature s eyes to seeing normally or back again.

Each transfer attempt allows the new target a saving throw and spell resistance. If a target resists, the spell ends.


Eagle's Splendor[edit]

Transmutation

Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes

The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.

Arcane Material Component: A few feathers or a pinch of droppings from an eagle.


Fog Cloud[edit]

Conjuration (Creation)

Level: Drd 2, Sor/Wiz 2, Water 2 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft. level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 10 min./level Saving Throw: None Spell Resistance: No

A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).

A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.

The spell does not function underwater.


Glitterdust[edit]

Conjuration (Creation)

Level: Brd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures and objects within 10-ft.-radius spread Duration: 1 round/level Saving Throw: Will negates (blinding only) Spell Resistance: No

A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.

Any creature covered by the dust takes a –40 penalty on Hide checks.

Material Component: Ground mica.


Snake's Swiftness[edit]

Transmutation

Level: Druid 1, sorcerer/wizard 2 Components: V, S, M/DF Casting Time: I standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One allied creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The subject can immediately make one melee or ranged attack. Taking this action doesn't affect the subject's normal place in the initiative order.

This is a single attack and follows the standard rules for attacking.

This spell does not allow the subject to make more than one additional attack in a round. If the subject has already made an additional attack, due to a prior casting of this spell, from the haste spell, or from any other source, this spell fails.

Arcane Material Component: A few scales from a snake.


Spider Climb[edit]

Transmutation

Level: Drd 2, Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider-climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.

Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.


Summon Monster II[edit]

Conjuration (Summoning) [see text for summon monster I]

Level: Brd 2, Clr 2, Sor/Wiz 2 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

2nd Level

  • Celestial giant bee (LG)
  • Celestial giant bombardier beetle (NG)
  • Celestial riding dog (NG) [instead of Ur'Epona (PH130)]
  • Celestial eagle (CG)
  • Clockwork Mender (MMIV30)
  • Devil, Lemure (LE)
  • Fiendish squid (LE) *
  • Fiendish wolf (LE)
  • Fiendish monstrous centipede, Large (NE)
  • Fiendish monstrous crab, Medium (NE, Sto141) [instead of Fiendish monstrous scorpion, Medium (NE)]
  • Fiendish shark, Medium (NE) *
  • Fiendish monstrous spider, Medium (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)]
  • Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Medium viper (CE)]
  • Nerra, Veroot (FF130)
  • Kaorti (FF108)
  • Howler Wasp (MMIV74)

* May be summoned only into an aquatic or watery environment.


Summon Swarm[edit]

Conjuration (Summoning)

Level: Brd 2, Drd 2, Sor/Wiz 2 Components: V, S, M/DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One swarm of bats, rats, or spiders Duration: Concentration + 2 rounds Saving Throw: None Spell Resistance: No

You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.

Arcane Material Component: A square of red cloth.


Web[edit]

Conjuration (Creation)

Level: Sor/Wiz 2 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Webs in a 20-ft.-radius spread Duration: 10 min./level (D) Saving Throw: Reflex negates; see text Spell Resistance: No

Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.

Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.

Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.

Material Component: A bit of spider web.


3rd Level[edit]

Dimension Step[edit]

Conjuration [Teleportation]

Level: Sorcerer wizard 3 Component: V.S Casting Time: 1 standard action Range: Close 25 ft. + 5 ft./2 levels) Targets: One willing creature/2 levels, no two of which are more than 30 ft. apart Duration: Instantaneous Saving Throw: Fortitude negates {harmless) Spell Resistance: Yes (harmless)

This spell allows your allies to make a short teleport. All creatures targeted by this spell can teleport a distance equal to their base land speed. A target can teleport to any square within its line of Sight. This movement does not provoke attacks of opportunity. A creature can teleport up to a ledge, down to the base of a flight of stairs, and so forth as long as it observes the restrictions and limits given above.


Dispel Magic[edit]

Abjuration

Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst Duration: Instantaneous Saving Throw: None Spell Resistance: No

You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.

Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.

You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:

Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.

If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.

If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

You automatically succeed on your dispel check against any spell that you cast yourself.

Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.

For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level.

If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.

For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.

For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.

For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.

If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.

You may choose to automatically succeed on dispel checks against any spell that you have cast.

Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.


Mage Armor, Mass[edit]

Conjuration (Creation) [Force]

Level: Sorcerer/wizard 3 Range: Close (25 ft. + 5 ft,/2 levels) Targets: One creature/level, no two of which are more than 30 ft. apart

This spell functions like mage armor (PH 249), except that it affects multiple creatures.


Magic Circle against Evil[edit]

Abjuration [Good]

Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Area: 10-ft.-radius emanation from touched creature Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No; see text

All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward.

When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.

You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.

A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.

This spell is not cumulative with protection from evil and vice versa.

Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.


Snake's Swiftness, Mass[edit]

Transmutation

Level: Druid 2, sorcerer/wizard 3 Range: Medium (100 ft. f 10 ft ./level) Targets: Allied creatures in a 20-ft.-radius burst

This spell functions like snake's swiftness, except that it a affects multiple allies out to medium range.


Summon Monster III[edit]

Conjuration (Summoning) [see text for summon monster I]

Level: Brd 3, Clr 3, Sor/Wiz 3 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

3rd Level

  • Bacchae (CN, FF18)
  • Bauriaur (CG, BoED165)
  • Celestial black bear (LG)
  • Celestial bison (NG)
  • Celestial dire badger (CG)
  • Celestial hippogriff (CG)
  • Demon, Dretch (CE)
  • Demon, Nashrou (CE, MMIV44)
  • Eladrin, Coure (CG, BoED168)
  • Elemental, Small (Air) (N)
  • Elemental, Small (Earth) (N)
  • Elemental, Small (Fire) (N)
  • Elemental, Small (Water) (N)
  • Fiendish ape (LE)
  • Fiendish boar (NE)
  • Fiendish crocodile (CE)
  • Fiendish dire bat (NE)
  • Fiendish dire weasel (LE)
  • Fiendish monstrous centipede, Huge (NE)
  • Fiendish sea snake, Large (CE, Sto170) [instead of Fiendish snake, Large viper (CE)]
  • Fiendish snake, constrictor (LE)
  • Fiendish wolverine (CE)
  • Guardinal, Musteval (NG, BoED174)
  • Hell hound (LE)
  • Windrazor (CE, MMIV176)

* May be summoned only into an aquatic or watery environment.

Tongues[edit]

Divination

Level: Brd 2, Clr 4, Sor/Wiz 3 Components: V, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 10 min./level Saving Throw: Will negates (harmless) Spell Resistance: No

This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.

Tongues can be made permanent with a permanency spell.

Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.


4th Level - under construction[edit]

Black Tentacles Conjuration (Creation) Level: Sor/Wiz 4 Components: V, S, M Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: 20-ft.-radius spread Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed. Material Component: A piece of tentacle from a giant octopus or a giant squid.


Bloodstar


Dimension Door Conjuration (Teleportation) Level: Brd 4, Sor/Wiz 4, Travel 4 Components: V Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location. If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.


Dimensional Anchor Abjuration Level: Clr 4, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Ray Duration: 1 min./level Saving Throw: None Spell Resistance: Yes (object) A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell. A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.


Resist Energy, Mass


Summon Monster IV

Conjuration (Summoning) [see text for summon monster I]

Level: Brd 4, Clr 4, Sor/Wiz 4 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

4th Level

  • Abishai, White (LE, FCII)
  • Aoa Droplet (N, FF)
  • Arcadian Avenger (LG, MMV)
  • Archon, lantern (LG)
  • Celestial giant eagle (CG)
  • Celestial giant owl (LG)
  • Celestial lion (CG)
  • Demon, Gadacro (CE, MMV)
  • Demon, Carnage (CE, MMV)
  • Demon, Skulvyn (CE, MMV)
  • Elemental Grue (NE, CA)
  • Fiendish Dire Eel (CE, Sto)
  • Fiendish dire wolf (LE)
  • Fiendish giant praying mantis (NE)
  • Fiendish giant wasp (LE)
  • Fiendish monstrous spider, Large (CE) [instead of Fiendish monstrous Diving spider (CE, Sto169)]
  • Fiendish Sea snake, Huge (CE, Sto170) [instead of Fiendish snake, Huge viper (CE)]
  • Fiendish shark, Large (NE) *
  • Guardinal, Cervinal (NG, MMII)
  • Howler (CE)
  • Imp, Bloodbag (LE, FF)
  • Imp, Euphoric (LE, FF)
  • Imp, Filth (LE, FF)
  • Mephit (Air) (N)
  • Mephit (Dust) (N)
  • Mephit (Earth) (N)
  • Mephit (Fire) (N)
  • Mephit (Glass) (N, San)
  • Mephit (Ice) (N)
  • Mephit (Magma) (N)
  • Mephit (Ooze) (N)
  • Mephit (Salt) (N)
  • Mephit (Steam) (N)
  • Mephit (Sulfur) (N, San)
  • Mephit (Water) (N)
  • Nerra, Kalareem (N, FF)
  • Nightmare, Lesser (NE, PH)
  • Rhek (NG, BoED)
  • Spined Devil (LE, FCII)
  • Storm Elemental (N, MMIII)
  • Yeth hound (NE)
  • Yugoloth, Voor (NE, MMIV)
  • Yugoloth, Skeroloth (NE, FF)
  • Wrackspawn (Ce, MMIV)

* May be summoned only into an aquatic or watery environment.


Voice of the Dragon

5th Level - under construction[edit]

Planar Binding, Lesser Conjuration (Calling) [see text] Level: Sor/Wiz 5 Components: V, S Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels); see text Target: One elemental or outsider with 6 HD or less Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No and Yes; see text Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom. To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell. The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure. If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you. Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions. When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.


Summon Monster V Conjuration (Summoning) [see text for summon monster I] Level: Brd 5, Clr 5, Sor/Wiz 5 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 5th Level Archon, hound LG Celestial brown bear LG Celestial giant stag beetle NG Celestial sea cat1 NG Celestial griffon CG Elemental, Medium (any) N Achaierai LE Devil, bearded LE Fiendish deinonychus LE Fiendish dire ape LE Fiendish dire boar NE Fiendish shark, Huge NE Fiendish monstrous scorpion, Large NE Shadow mastiff NE Fiendish dire wolverine CE Fiendish giant crocodile CE Fiendish tiger CE 1 May be summoned only into an aquatic or watery environment.


Teleport Conjuration (Teleportation) Level: Sor/Wiz 5, Travel 5 Components: V Casting Time: 1 standard action Range: Personal and touch Target: You and touched objects or other touched willing creatures Duration: Instantaneous Saving Throw: None and Will negates (object) Spell Resistance: No and Yes (object) This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible. To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table. Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic. “False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from. On Target: You appear where you want to be. Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly Similar Area: You wind up in an area that’s visually or thematically similar to the target area. Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead. Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll. Familiarity On Target Off Target Similar Area Mishap Very familiar 01–97 98–99 100 — Studied carefully 01–94 95–97 98–99 100 Seen casually 01–88 89–94 95–98 99–100 Viewed once 01–76 77–88 89–96 97–100 False destination (1d20+80) — — 81–92 93–100


6th Level - under construction[edit]

Acid Fog Conjuration (Creation) [Acid] Level: Sor/Wiz 6, Water 7 Components: V, S, M/DF Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Effect: Fog spreads in 20-ft. radius, 20 ft. high Duration: 1 round/level Saving Throw: None Spell Resistance: No Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it. Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.


Planar Binding Conjuration (Calling) [see text for lesser planar binding] Level: Sor/Wiz 6 Components: V, S Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.


Summon Monster VI Conjuration (Summoning) [see text for summon monster I] Level: Brd 6, Clr 6, Sor/Wiz 6 Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 6th Level Celestial polar bear LG Celestial orca whale1 NG Bralani (eladrin) CG Celestial dire lion CG Elemental, Large (any) N Janni (genie) N Chaos beast CN Devil, chain LE Xill LE Fiendish monstrous centipede, Gargantuan NE Fiendish rhinoceros NE Fiendish elasmosaurus1 CE Fiendish monstrous spider, Huge CE Fiendish snake, giant constrictor CE 1 May be summoned only into an aquatic or watery environment.


7th Level - under construction[edit]

Brilliant Aura


Summon Monster VII Conjuration (Summoning) [see text for summon monster I] Level: Clr 7, Sor/Wiz 7 This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list. 7th Level Celestial elephant LG Avoral (guardinal) NG Celestial baleen whale1 NG Djinni (genie) CG Elemental, Huge (any) N Invisible stalker N Devil, bone LE Fiendish megaraptor LE Fiendish monstrous scorpion, Huge NE Babau (demon) CE Fiendish giant octopus1 CE Fiendish girallon CE 1 May be summoned only into an aquatic or watery environment.


8th Level - under construction[edit]

9th Level - under construction[edit]

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Bestiarum Vocabulum[edit]

Red text indicates the effects of the Augment Summoning feat


Summon Monster I[edit]

Celestial Dog, Riding[edit]

Medium Magical Beast (); CR 1; HD 2d8+8; hp 17;

Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;

Base Atk +1; Grp +5; Atk Bite +5 melee (1d6+5); Full Atk Bite +5 melee (1d6+5);

SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL LG; SV Fort +7, Ref +5, Will +1;

Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6

Skills: Jump +10, Listen +5, Spot +5, Swim +5, Survival +3*

Feats: Alertness, Track

Carrying Capacity(): A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds

Trip(Ex): If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 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 dog.

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.

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


Celestial Owl[edit]

Tiny Magical Beast (); CR 1/4; HD 1d8+2; hp 6;

Init +3; Spd 10 ft., fly 40 ft. (average); Space/Reach 2-1/2 ft./0 ft.; AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;

Base Atk +0; Grp -9; Atk Talons +5 melee (1d4-1); Full Atk Talons +5 melee (1d4-1);

SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL LG; SV Fort +4, Ref +5, Will +2;

Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4

Skills: Listen +14, Move Silently +17, Spot +6*

Feats: Weapon Finesse

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.

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

Celestial Giant Fire Beetle[edit]

Small Magical Beast (); CR 1/3; HD 1d8+2; hp 6;

Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;

Base Atk +0; Grp -2; Atk Bite +3 melee (2d4+2); Full Atk Bite +3 melee (2d4+2);

SA smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL NG; SV Fort +4, Ref +0, Will +0;

Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7

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


Celestial Porpoise[edit]

Medium Magical Beast (); CR 1/2; HD 2d8+6; hp 15;

Init +3; Spd Swim 80 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;

Base Atk +1; Grp +3; Atk Slam +4 melee (2d4+2); Full Atk Slam +4 melee (2d4+2);

SA smite evil; SQ Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +6, Ref +6, Will +1;

Str 15, Dex 17, Con 17, Int 3, Wis 12, Cha 6

Skills: Listen +8*, Spot +7*, Swim +10

Feats: Weapon Finesse

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 times its Constitution score before it risks drowning.

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.

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


Celestial Badger[edit]

Small Magical Beast (); CR 1/2; HD 1d8+4; hp 8;

Init +3; Spd 30 ft., burrow 10 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;

Base Atk +0; Grp -3; Atk Claw +4 melee (1d2+1); Full Atk 2 claws +4 melee (1d2+1) and bite -1 melee (1d3+1);

SA Rage, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +6, Ref +5, Will +1;

Str 12, Dex 17, Con 19, Int 3, Wis 12, Cha 6

Skills: Escape Artist +7, Listen +3, Spot +3

Feats: Track, Weapon Finesse

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.

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

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


Celestial Monkey[edit]

Tiny Magical Beast (); CR 1/6; HD 1d8+2; hp 6;

Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 2-1/2 ft./0 ft.; AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12;

Base Atk +0; Grp -10; Atk Bite +4 melee (1d3-2); Full Atk Bite +4 melee (1d3-2);

SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +4, Ref +4, Will +1;

Str 7, Dex 15, Con 14, Int 3, Wis 12, Cha 5

Skills: Balance + 10, Climb +12, Hide +10, Listen +3, Spot +3

Feats: Weapon Finesse

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.

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


Fiendish Dire Rat[edit]

Small Magical Beast (); CR 1/3; HD 1d8+3; hp 7;

Init +3; Spd 40 ft., climb 20 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;

Base Atk +0; Grp -2; Atk Bite +4 melee (1d4+2 plus disease); Full Atk Bite +4 melee (1d4+2 plus disease);

SA Disease, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; AL LE; SV Fort +5, Ref +5, Will +3;

Str 14, Dex 17, Con 16, Int 3, Wis 12, Cha 4

Skills: Climb +13, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +13

Feats: Alertness, Weapon Finesse

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

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.

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


Fiendish Raven[edit]

Tiny Magical Beast (); CR 1/6; HD 1/4 d8+2; hp 1;

Init +2; Spd 10 ft., fly 40 ft. (average); Space/Reach 2-1/2 ft./0 ft.; AC 14 (+2 size, +2 Dex), touch 14, flat-footed 12;

Base Atk +0; Grp -11; Atk Claws +4 melee (1d2-3); Full Atk Claws +4 melee (1d2-3);

SA smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 5; AL LE; SV Fort +4, Ref +4, Will +2;

Str 5, Dex 15, Con 14, Int 3, Wis 14, Cha 6

Skills: Listen +3, Spot +5

Feats: Weapon Finesse

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


Fiendish Monstrous Centipede, Medium[edit]

Medium Magical Beast (); CR 1/2; HD 1d8+2; hp 6;

Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;

Base Atk +0; Grp +1; Atk Bite +2 melee (1d6+1 plus poison); Full Atk Bite +2 melee (1d6+1 plus poison);

SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; AL NE; SV Fort +4, Ref +2, Will +0;

Str 13, Dex 15, Con 14, Int 3, Wis 10, Cha 2

Skills: Climb +14, Hide +10, Spot +4

Feats: Weapon Finesse

Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC 12, 1d3 Dex initial and secondary The save DCs are Constitution-based.

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 scorpions can take 10 on Climb checks, even if threatened or distracted.

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


Fiendish Hawk[edit]

Tiny Magical Beast (); CR 1/3; HD 1d8+2; hp 6;

Init +3; Spd 10 ft., fly 60 ft. (average); Space/Reach 2-1/2 ft./0 ft.; AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;

Base Atk +0; Grp -8; Atk Talons +5 melee (1d4+0); Full Atk Talons +5 melee (1d4+0);

SA smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; AL CE; SV Fort +4, Ref +5, Will +2;

Str 10, Dex 17, Con 14, Int 3, Wis 14, Cha 6

Skills: Listen +2, Spot +14

Feats: Weapon Finesse

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

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


Fiendish Monstrous Spider, Small[edit]

Small Magical Beast (); CR 1/2; HD 1d8+2; hp 6;

Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11;

Base Atk +0; Grp -4; Atk Bite +4 melee (1d4+0 plus poison); Full Atk Bite +4 melee (1d4+0 plus poison);

SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6; AL CE; SV Fort +4, Ref +3, Will +0;

Str 11, Dex 17, Con 14, Int 3, Wis 10, Cha 2

Skills: Climb +13, Hide +11*, Jump +10*, Move Silent +3*, Spot +12*

Feats: Weapon Finesse

Poison(Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 12, 1d3 Str initial and secondary.

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.

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.

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 or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. 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 the hit points given on the table, 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. Escape DC 12; Break DC 16; HP 4

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


Fiendish Octopus[edit]

Small Magical Beast (Aquatic); CR 1; HD 2d8+4; hp 13;

Init +3; Spd 20 ft., swim 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;

Base Atk +1; Grp +4; Atk Arms +5 melee (0); Full Atk Arms +5 melee (0) and bite +0 melee (1d3+2);

SA Improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; AL CE; SV Fort +5, Ref +6, Will +1;

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

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.

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.

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


Fiendish Monstrous Crab, Small[edit]

Small Vermin (Aquatic); CR 1/2; HD 1d8+4; hp 8

Init +0 Spd 20 ft. Space/Reach 5 ft/5 ft. AC 15 (+1 size, +4 natural), touch 11, flat-footed 15

Base Atk +0; Grp +2; Atk Claw +1 melee (ld4+2) Full Atk 2 claws +3 melee (ld4+2)

SA Constrict 2d4, Improved Grab SQ Amphibious, low-light vision, Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; AL N; SV Fort +5, Ref+0, Will +0;

Str 14, Dex 11, Con 16, Int 3, Wis 11, Cha 2

Skills: Hide +8, Spot +4

Feats: Toughness

Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks.

Amphibious (Ex): Although monstrous crabs arc aquatic, they can survive indefinitely on land.

Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

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

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

Fiendish Sea Snake[edit]

Small Magical Beast (); CR 1/2; HD 1d8+2; hp 7;

Init +3; Spd 10 ft., climb 20 ft., swim 30 ft.; Space/Reach 5 ft/5 ft. AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;

Base Atk +0; Grp -4; Atk Bite +4 melee (1d2+0 plus poison); Full Atk Bite +4 melee (1d2+0 plus poison);

SA Poison, smite good SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; AL CE; SV Fort +2, Ref +5, Will +1;

Str 10, Dex 17, Con 15, Int 3, Wis 12, Cha 2

Skills: Balance +11, Climb +13, Hide +11, Listen +7, Spot +7, Swim +8*

Feats: Weapon Finesse

Poison(Ex): A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poison's save DC. A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 14. The save DCs are Constitution-based.

Hold Breath (Ex): A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before if risks drowning. For a typical sea snake, this is 90 rounds, or 9 minutes.

Skills: A sea 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.

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

Summon Monster II[edit]

Celestial Giant Bee[edit]

Medium Magical Beast (); CR 1; HD 3d8+6; hp 19;

Init +2; Spd 20 ft., fly 80 ft. (good); Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;

Base Atk +2; Grp +4; Atk Sting +4 melee (1d4+2 plus poison); Full Atk Sting +4 melee (1d4+2 plus poison);

SA Poison, smite evil; SQ Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL LG; SV Fort +5, Ref +3, Will +2;

Str 15, Dex 14, Con 15, Int 3, Wis 12, Cha 9

Skills: Spot +5, Survival +3*

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

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 a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe


Celestial Giant Bombardier Beetle[edit]

Medium Magical Beast (); CR 2; HD 2d8+8; hp 17;

Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16;

Base Atk +1; Grp +4; Atk Bite +4 melee (1d4+3); Full Atk Bite +4 melee (1d4+3);

SA Acid spray, smite evil; SQ Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +7, Ref +0, Will +0;

Str 17, Dex 10, Con 18, Int 3, Wis 10, Cha 9

Acid(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 a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe


Celestial Dog, Riding[edit]

Medium Magical Beast (); CR 1; HD 2d8+8; hp 17;

Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;

Base Atk +1; Grp +5; Atk Bite +5 melee (1d6+5); Full Atk Bite +5 melee (1d6+5);

SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +7, Ref +5, Will +1;

Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6

Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*

Feats: Alertness, Track

Carrying Capacity(): A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds

Trip(Ex): If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 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 dog.

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.

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


Celestial Eagle[edit]

Small Magical Beast (); CR 1/2; HD 1d8+3; hp 7;

Init +2; Spd 10 ft., fly 80 ft. (average); Space/Reach 5 ft./5 ft.; AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;

Base Atk +0; Grp –2; Atk Talons +3 melee (1d4+2); Full Atk 2 talons +3 melee (1d4+2) and bite -2 melee (1d4+2);

SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +5, Ref +4, Will +2;

Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6

Skills: Listen +2, Spot +14

Feats: Weapon Finesse

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

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


Clockwork Mender[edit]

Tiny construct (extraplanar, lawful);CR 1/2; HD 1d8; hp 5

Init +4; Spd 10 ft., fly 30 ft.(perfect); Space/Reach 2-1/2 ft./ 2-1/2 ft.; AC 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14;

Base Atk +0 Grp –10; Atk Sting +6 melee (ld2-2 plus poison) Full Atk Sting +6 melee (ld2-2 plus poison)

SA aligned strike(lawful), repairing touch SQ construct traits, repairing touch, low-light vision, Darkvision 60 ft. AL LN; SV Fort +2, Ref +4. Will +1;

Str 7, Dex 19, Con —, Int 4, Wis 12, Cha 10

Feats Skill Focus (Craft), Spring Attack, Weapon Finesse

Skills Craft (any one) +4, Hide +12, Listen +1, Spot +1

Poison(Ex): Injury, Fortitude DC 14 initial and secondary damage 1d4 Dex. The save DC includes a +2 racial bonus.

Repairing Touch(Su) Once per day as a standard action, a clockwork mender can touch an object or construct to repair ld8 points of damage.


Devil, Lemure[edit]

Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8+4; hp 13;

Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+4 natural) touch 10, flat-footed 14;

Base Atk +2; Grp +4; Atk Claw +4 melee (1d4+2); Full Atk 2 claws +4 melee (1d4+2);

SA -; SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, mindless, see in darkness; AL LE; SV Fort +5, Ref +3, Will +3;

Str 14, Dex 10, Con 14, Int 3, Wis 11, Cha 5

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


Fiendish Squid[edit]

Medium Magical Beast (Aquatic); CR 1; HD 3d8+6; hp 19;

Init +3; Spd Swim 60 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;

Base Atk +2; Grp +10*; Atk Arms +6 melee (0); Full Atk Arms +6 melee (0) and bite +1 melee (1d6+3);

SA Improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; AL LE; SV Fort +5, Ref +6, Will +2;

Str 18, Dex 17, Con 15, Int 3, Wis 12, Cha 2

Skills: Listen +7, Spot +7, Swim +12

Feats: Alertness, Endurance

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.

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

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


Fiendish Wolf[edit]

Medium Magical Beast (); CR 1; HD 2d8+8; hp 17;

Init +2; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;

Base Atk +1; Grp +4; Atk Bite +5 melee (1d6+3); Full Atk Bite +5 melee (1d6+3);

SA Trip, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL LE; SV Fort +7, Ref +5, Will +1;

Str 17, Dex 15, Con 19, Int 3, Wis 12, Cha 6

Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +3*

Feats: Track, Weapon Focus (bite)

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

Trip(Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe


Fiendish Monstrous Centipede, Large[edit]

Large Magical Beast (); CR 1; HD 3d8+6; hp 19;

Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;

Base Atk +2; Grp +9; Atk Bite +4 melee (1d8+3 plus poison); Full Atk Bite +4 melee (1d8+3 plus poison);

SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL NE; SV Fort +5, Ref +3, Will +1;

Str 17, Dex 15, Con 14, Int 3, Wis 10, Cha 2

Skills: Climb +12, Hide +6, Spot +4

Feats: Weapon Finesse

Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC 13, 1d4 Dex initial and secondary The save DCs are Constitution-based.

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.

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


Fiendish Monstrous Crab, Medium[edit]

Medium Vermin (Aquatic); CR 2; HD 3d8+12; hp 25

Init +0 Spd 20 ft. Space/Reach 5 ft./5 ft. AC 16 (+6 natural), touch 10, flat-looted 16

Base Atk +2; Grp +10; Atk Claw +6 melee (1d6+4) Full Atk 2 claws +6 melee (ld6+4)

SA Constrict 2d6+4, Improved Grab SQ Amphibious, low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; AL N; SV Fort +6, Ref+1, Will +1

Str 19, Dex 11, Con 16, Int 3, Wis 11, Cha 2

Skills: Hide +4, Spot +4

Feats: Toughnes

Constrict (Ex): A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.

Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks.

Amphibious (Ex): Although monstrous crabs arc aquatic, they can survive indefinitely on land.

Vermin Traits: A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills(): A monstrous crab has a +4 racial bonus on Hide and Spot checks.

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


Fiendish Shark, Medium[edit]

Medium Magical Beast (Aquatic); CR 1; HD 3d8+9; hp 22;

Init +2; Spd Swim 60 ft.; Space/Reach 5 ft./5 ft. AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13;

Base Atk +2; Grp +5; Atk Bite +5 melee (1d6+3); Full Atk Bite +5 melee (1d6+3);

SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; AL NE; SV Fort +6, Ref +5, Will +2;

Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2

Skills: Listen +6, Spot +6, Swim +11

Feats: Alertness, Weapon Finesse

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.

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.

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


Fiendish Monstrous Spider, Medium[edit]

Medium Magical Beast (); CR 1; HD 2d8+6; hp 15;

Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 5 ft./5 ft. AC 14 (+3 Dex, +1 natural), touch 13, flat-footed 11;

Base Atk +1; Grp +3; Atk Bite +4 melee (1d6+2 plus poison); Full Atk Bite +4 melee (1d6+2 plus poison);

SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; AL CE; SV Fort +6, Ref +3, Will +0;

Str 15, Dex 17, Con 16, Int 3, Wis 10, Cha 2

Skills: Climb +13, Hide +7*, Jump +2*, Spot +4*

Feats: Weapon Finesse

Poison(Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 14, 1d4 Str initial and secondary

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.

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.

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 or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. 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 the hit points given on the table, 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. Escape DC 14; Break DC 18; HP 6

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


Fiendish Sea Snake, Medium Viper[edit]

Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;

Init +3; Spd 10 ft., climb 20 ft., swim 30 ft.; Space/Reach 5 ft./5 ft. AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;

Base Atk +1; Grp +2; Atk Bite +4 melee (1d4+1 plus poison); Full Atk Bite +4 melee (1d4+1 plus poison);

SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; AL CE; SV Fort +5, Ref +6, Will +1;

Str 12, Dex 17, Con 15, Int 3, Wis 12, Cha 2

Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +9*

Feats: Weapon Finesse

Poison(Ex): A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poison's save DC. A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 15. The save DCs are Constitution-based.

Hold Breath (Ex): A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before if risks drowning. For a typical sea snake, this is 90 rounds, or 9 minutes.

Skills: A sea 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 il distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

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


Nerra, Varoot[edit]

Medium-Size Outsider (Extraplanar); CR 1; HD 1d8+3; 7 hp

Init: +6 Spd 30 ft. Space/Reach 5 ft./5 ft. AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Base At +1/ Grp +3 Atk Shard longsword +5 melee (1d8+4 plus wounding), or shard dagger +5 ranged (1d4+4 plus wounding). Full Atk Shard longsword +5 melee (1d8+4 plus wounding), or shard dagger +5 ranged (1d4+4 plus wounding).

SA Spell-like abilities SQ Cold resistance 5, electricity resistance 5, fire resistance 5, mirror jump, outsider traits, reflective spell resistance 13, sonic vulnerability AL N; SV Fort +5, Ref +4, Will +4

Str 14, Dex 15, Con 16, Int 11, Wis 14, Cha 17

Skills: Bluff +7, Diplomacy +7, Disguise +7 (+9 acting), Gather Information +7, Intimidate +5, Listen +6, Knowledge (any one) +4, Sense Motive +6, Sleight of Hand +8. Spot +6

Feats: Exotic Weapon Proficiency (shard longsword) (B), Exotic Weapon Proficiency (shard dagger) (B), Improved Initiative.

Spell-Like Abilities: 3/day - change self; l/day - mirror image. Caster level 12th; save DC 13 + spell level.

Mirror Jump (Su): Nerras can move through mirrored and reflective surfaces at will. This effect is similar to shadow walk, but the nerra travels along the Plane of Mirrors. As a standard action, the nerra must touch a mirror or other highly reflective surface. The nerra then exits from another mirror that is no larther than 1 mile away.

If a nerra touches a regular mirror, the mirror jump happens automatically. A nerra can also touch a highly reflective surface, such as a polished metal shield or armor. This surface must be clear glass, a still pool of water, or shiny metal. There is a 30% chance that the surface is reflective enough lor the nerra to make the mirror jump. However, a nerra can only enter a nonmirrored surface—it can return only through a normal mirror.

If another mirror is not within the range of the mirror jump, the nerra must wander the Plane of Mirrors and exit through another random mirror portal.

Outsider Traits: Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).

Reflective Spell Resistance (Sp): A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin.

Shard Weapon Specialty: All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon.

Sonic Vulnerability (Ex): All nerras take half again as much (+50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure.

Shard Weapons; Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.


Kaorti[edit]

Medium-Size Outsider (Evil, Extraplanar); CR 1; HD 2d8+4; hp 13

Init +2 Spd 30 ft. Space/Reach 5 ft./5 ft. AC 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12, flat-footed 16

Base Atk +2; Grp +0 Atk Bite +1 melee (Vile ld6+0), or ribbon dagger +4 melee (ld4+0/x4), or darts +4 ranged (ld4+0). Full Atk Bite +1 melee (Vile ld6+0), or ribbon dagger +4 melee (ld4+0/x4), or darts +4 ranged (ld4+0).

SA Spell-like abilities, vile transformation SQ Material vulnerability, outsider traits, poison immunity AL NE; SV Fort +5, Ref +5, Will +3;

Str 11, Dex 14, Con 15, Int 14, Wis 11, Cha 16

Skills: Concentration +5. Craft (any two) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9 (+11 decipher spells on scrolls), Survival +7 (+9 on other planes), Use Magical Device +7 (+9 scrolls)

Feats: Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse

Spell-Like Abilities: 1/day—alter self, color spray, feather (all, ray of enfeeblement, reduce, spider climb. Caster level 2nd; save DC 14 + spell level.

Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the kaorti's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 11). Failure indicates that the victim transforms into a kaorti (if the victim was a humanoid), or into a kaorti thrall. II the victim succeeds at the save, the kaorti can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1.

Creatures transformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all of the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good special attack, it gains the ability to cast true strike on itself once per day.

Material Vulnerability (Ex): The Material Plane is painful to an unprotected kaorti. An unprotected kaorti must make a Fortitude save each hour (DC 15, +1 per previous check) or take ld6 points of subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from its exposure to the Material Plane. If a kaorti is rendered unconscious through the accumulation of subdual damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A kaorti wearing a resin suit, or a kaorti inside a cyst, is protected from the effects of the Material Plane.

Outsider Traits: Kaortis have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).

Skills(): Kaortis have a +8 racial bonus on Heal checks.


Howler Wasp[edit]

Small aberration; CR 1; HD 2d8+8; hp 17

Init +1; Spd 10 ft., fly 60 ft. (good) Space/Reach 5 ft./5 ft. AC 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13

Base Atk +1; Grp +0 Atk Bite +5 melee (ld4+3), or Claw +3 melee (ld3+2), or Sting +5 melee (ld3+3 plus poison) Full Atk Bite +5 melee (ld4+3) and 2 Claws +3 melee (ld3+2) or Sting +5 melee (ld3+3 plus poison)

SA poison (DC 15, ld6 Dex/ld6 Dex) SQ inciting pheromone, darkvision 60 ft. AL CE; SV Fort +4, Ref +l, Will+4;

Str 16, Dex 13, Con 19, Int 3, Wis 13, Cha 6

Feats Multiattack Skills Listen +3, Spot +4

Inciting Pheromone (Ex) If a melee attack reduces a howler wasp to 0 or fewer hit points, or if the wasp takes a critical hit from a melee attack, it can attempt to douse its foe with a pheromone (+5 melee touch). The wasp uses this ability as an immediate action before resolving the effect of the damage.

The pheromone draws other howler wasps to the target, inciting them into a fearsome rage. AH howler wasps within 60 feet of a creature doused with the pheromone gain a +1 bonus on attack rolls and a +2 bonus on damage rolls against the doused creature. Howler wasps detect the doused creature as if they had blindsense. The pheromone's effects last for 10 minutes, though a doused creature can wash the substance off by submerging in water.

Summon Monster III[edit]

Spell Name – (spell level)(Creature)(CL/DC)(#/day)

  • Charm person (1st) - - Bacchae (7/12) (3/day)
  • Dancing lights (0th) - Eladrin, Coure (4/-) (At will)
  • Detect evil (0th) - Guardinal, Musteval (3/-) (At will)
  • Detect evil (0th) - Eladrin, Coure (4/-) (At will)
  • Detect magic (0th) - Guardinal, Musteval (3/-) (At will)
  • Detect magic (0th) - Eladrin, Coure (4/-) (At will)
  • Disguise self (1st) - Guardinal, Musteval (3/12) (At will)
  • Emotion (???) - Bacchae (7/11+SL??) (1/day)
  • Faerie fire (0th) - Eladrin, Coure (4/12) (At will)
  • Invisibility (2nd) - Guardinal, Musteval (3/13) (1/day)
  • Magic missile (1st) - Eladrin, Coure (4/-) (3/day)
  • Magic missile (1st) - Guardinal, Musteval (3/-) (At will)
  • Protection from evil (self only) (1st) - Guardinal, Musteval (3/12) (At will)
  • Scare – (3rd) (Dretch) (2/12) (1/day)
  • See invisibility (2nd) - Guardinal, Musteval (3/12) (At will)
  • Sleep (1st) - Eladrin, Coure (4/13) (3/day)
  • Stinking Cloud- (2nd) (Dretch) (2/13) (1/day)
  • Tasha’s hideous laughter (2nd) - Bacchae (7/13) (3/day)


Bacchae[edit]

Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+8; hp 17

Init +1; Spd 30 ft. Space/Reach 5 ft./5 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;

Base Atk +2; Grp +6 Atk Claw +6 melee (1d4+4), or rock +3 ranged (1d6+5); Full Atk 2 claws +6 melee (1d4+4), or rock +3 ranged (1d6+5)

SA Debauch, Rage, Rend 2d4+5; SQ Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; AL CN; SV Fort +9, Ref +4, Will +2;

Str 18, Dex 13, Con 19, int 10, Wis 9, Cha 14

Skills: Balance +3, Intimidate +8, Jump +12, Listen +5, Perform(any four) +6, Spot +5, Survival +7, Tumble +7

Feats: Great Fortitude

Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement of the bacchae’s spell-like abilities, must make a Will save (DC 10+ 1 per 3 bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob. At the next sunrise, the victim must make a second Will save. 1f successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. 1f the debauched character fails the save, the character becomes a bacchae.

A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by Heal, Limited Wish, Miracle, or Wish.

Immunity to Polymorph(): Bacchae are immune to polymorphing.

Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 9 rounds, the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC. The following changes are in effect as long as the rage lasts: HD 2d8+12; hp 21; AC 14, touch 9, flat-footed 13; Base Atk +4; Grp +8; Full Atk 2 claws +8 melee (1d4+6), or rock +3 ranged (1d6+7); SV Fort +11, Will +4; Str 22, Con 23; Jump +14.

A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2 Str, -2 Dex, can’t charge or run) for the duration of the encounter.

Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+6 points of damage (2d4+9 points if the bacchae is raging).

Spell-Like Abilities: 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level.

Outsider Traits: Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Bariaur[edit]

Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+9; hp 22

Init +0; Spd 30 ft. (in scale mail barding), base 40 ft.; Space/Reach 10 ft./10 ft.; AC 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14;

Base Atk +3; Grp +10 Atk Scimitar +6 melee (1d6+4/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +6 melee (1d6+4); Full Atk Scimitar +5 melee (1d6+3/18-20) and 2 hooves +1 melee (1d6+4) or comp longbow +2 ranged (1d8+1/3) or 2 hooves +6 melee (1d6+4)

SA Powerful charge 2d6+2; SQ Bariaur traits, SR 11+class level; AL CG; SV Fort +6, Ref +3, Will +3 (+5 against spells and spell-like abilities)

Str 19, Dex 10, Con 17, Int 10, Wis 10, Cha 9

Skills: Diplomacy +1, Handle Animal +5, Hide -1, Jump +7, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +8, Tumble -1

Feats: Point Blank Shot, Power Attack

Powerful Charge (Ex): A bariaur often begins a battie by charging at an opponent, lowering its head to smash its horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single gore attack that deals 2d6+4 points of bludgeoning damage.

Bariaur Traits (Ex): Banaurs benefit from the following racial traits: • Resistant to Spells: +2 racial bonus on Will saves against spells and spell-like qualities. • Quadruped: As quadrupeds, bariaurs gain a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1 1/2 times greater than normal for their Strength. They must wear barding instead of normal armor

Spell Resistance (Ex): Bariaurs gain spell resistance equal to 11 + class level.

Skills(): A bariaur’s keen senses grant it a +2 racial bonus on Listen and Spot checks (already factored into the statistics given above).

Outsider Traits: Bariaurs have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Celestial Bear, Black[edit]

Medium Magical Beast (); CR 2; HD 3d8+12; hp 25 Init +1; Spd 40 ft.;

AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12;

Base Atk +2; Grp +8; Atk Claw +8 melee (1d4+6); Full Atk 2 claws +8 melee (1d4+6) and bite +3 melee (1d6+4);

SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL LG; SV Fort +7, Ref +4, Will +2;

Str 23, Dex 13, Con 19, Int 3, Wis 12, Cha 6

Skills: Climb +6, Listen +4, Spot +4, Swim +10

Feats: Endurance, Run

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

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


Celestial Bison[edit]

Large Magical Beast (); CR 3; HD 5d8+25; hp 47

Init +0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 13 (-1 size, +4 natural), touch 9, flat-footed 13;

Base Atk +3; Grp +15 Atk Gore +10 melee (1d8+11 magic); Full Atk Gore +10 melee (1d8+11 magic)

SA Stampede, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10; AL NG; SV Fort +9, Ref +4, Will +1;

Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 4

Skills: Listen +7, Spot +5

Feats: Alertness, Endurance

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.

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


Celestial Dire Badger[edit]

Medium Magical Beast (); CR 2; HD 3d8+21; hp 34

Init +3; Spd 30 ft., burrow 10 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;

Base Atk +2; Grp +6 Atk Claw +6 melee (1d4+4); Full Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+3)

SA Rage, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL CG; SV Fort +9, Ref +6, Will +4;

Str 18, Dex 17, Con 23, Int 3, Wis 12, Cha 10

Skills: Listen +6, Spot +6

Feats: Alertness, Toughness, Track

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 a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe


Celestial Hippogriff[edit]

Large Magical Beast (); CR 2; HD 3d10+15; hp 31

Init +2; Spd 50 ft., fly 100 ft. (average); Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;

Base Atk +3; Grp +13 Atk Claw +8 melee (1d4+6); Full Atk 2 claws +8 melee (1d4+6) and bite +3 melee (1d8+4)

SA smite evil; SQ Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL CG; SV Fort +8, Ref +5, Will +2;

Str 22, Dex 15, Con 20, Int 3, Wis 13, Cha 8

Skills: Listen +4, Spot +8

Feats: Dodge, Wingover

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

Carrying Capacity(): A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

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


Demon, Dretch[edit]

Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+8; hp 17

Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;

Base Atk +2; Grp +1 Atk Claw +6 melee (1d6+3); Full Atk 2 claws +6 melee (1d6+3) and bite +4 melee (1d4+2)

SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.; AL CE; SV Fort +7, Ref +3, Will +3;

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

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

Summon(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.

Outsider Traits: Dretches have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Demon, Nashrou[edit]

Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+32; hp 50

Init +6; Spd 50 ft. Space/Reach 10 ft./ 10 ft; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;

Base Atk +4; Grp +12 Atk Gore +7 melee (1d8+4) or Claw +5 melee (1d6+3); Full Atk 2 Gores +7 melee (1d8+4) and 2 Claws +5 melee (1d6+3)

SASQ DR 5/cold iron or good, scent; vulnerability to criticals; AL CE; SV Fort +12, Ref +6, Will +4;

Str 19, Dex 14, Con 26, Int 2, Wis 11, Cha 8

Feats: Improved Initiative, Multiattack

SkiIls: Jump +19, Listen +7. Spot +7, Survival +9

Vulnerability to Criticals (Ex): A Nashrou has a unique weakness that can allow a clever or lucky opponent to slay it in a single blow. A successful critical hit instantly reduces the creature to -10 hit points; no saving throw or damage reduction applies. The attack must deal sufficient damage to overcome the Nashrou’s damage reduction.

Outsider Traits: Nashrou have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Eladrin, Coure[edit]

Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD 2d8+6; hp 15

Init +7; Spd 20ft. fly 60 ft. (perfect) Space/Reach 2 1/2 ft./0 ft.; AC 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15;

Base Atk +2; Grp –6 Atk Tiny dagger +11 melee (1d2+0); Full Atk Tiny dagger +11 melee (1d2+0)

SA Spell-like abilities; SQ Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues; AL CG; SV Fort +6 (+10 vs poison), Ref +10, Will +3;

Str 10, Dex 24, Con 16, Int 12, Wis 10, Cha 14

Skills: Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +2 (+4 on other planes), Use Rope +7 (+9 bindings)

Feats: Weapon Finesse

Spell-Like Abilities: At will- dancing lights, detect evil, detect magic, faerie fire; 3/day- magic missile, sleep (DC 13). Caster level 4th. The save DC’s are Charisma-based.

Alternate Form (Su): A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round.

Magic Circle against Evil (Su): A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.)

Skills(): Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above).

Immunities: Eladrins are immune to electricity and petrification. They have a +4 racial bonus on saves against poison.

Energy Resistance (Ex): Eladrins have resistance to acid 10 and cold 10.

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

Outsider Traits: Eladrins have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Elemental, Small (Air)[edit]

Small Elemental (Air, Extraplanar); CR 1; HD 2d8+4; hp 13

Init +7; Spd Fly 100 ft. (perfect); Space/Reach 5 ft./5 ft.; AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;

Base Atk +1; Grp –1 Atk Slam +7 melee (1d4+2); Full Atk Slam +7 melee (1d4+2)

SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +2, Ref +6, Will +0;

Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11

Skills: Listen +2, Spot +3

Feats: Flyby Attack, Improved Initiative, Weapon Finesse

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 for every 2 HD it has. 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, depending on the elemental's size. 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 (see the table below for details) and may be lifted into the air. An affected creature must succeed on a 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 DC for saves against the whirlwind's effects varies with the elemental's size (see the table). 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. Height 4 ft.; Weight 1 lb.; Whirlwind Save DC 13; Damage 1d4; Whirlwind Height 10-20 ft


Elemental, Small (Earth)[edit]

Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+6; hp 15

Init -1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17;

Base Atk +1; Grp +2 Atk Slam +7 melee (1d6+6); Full Atk Slam +7 melee (1d6+6)

SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; AL N; SV Fort +6, Ref -1, Will +0;

Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11

Skills: Listen +3, Spot +2

Feats: Power Attack

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.


Elemental, Small (Fire)[edit]

Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+4; hp 13

Init +5; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14;

Base Atk +1; Grp –1 Atk Slam +5 melee (1d4+2 plus 1d4 fire); Full Atk Slam +5 melee (1d4+2 plus 1d4 fire)

SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +2, Ref +4, Will +0;

Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11

Skills: Listen +2, Spot +3

Feats: Dodge, Improved Initiative, Weapon Finesse

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.


Elemental, Small (Water)[edit]

Small Elemental (Water, Extraplanar); CR 1; HD 2d8+6; hp 15

Init +0; Spd 20 ft., swim 90 ft.; Space/Reach 5 ft./5 ft.; AC 17 (+1 size, +6 natural), touch 11, flat-footed 17;

Base Atk +1; Grp +1 Atk Slam +6 melee (1d6+5); Full Atk Slam +6 melee (1d6+5)

SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +6, Ref +0, Will +0;

Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11

Skills: Listen +2, Spot +3

Feats: Power Attack

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 (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

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

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 for every 2 HD it has. 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 10 feet or more tall, depending on the elemental's size. 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 (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex 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 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 DC for saves against the vortex's effects varies with the elemental's size. 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. Save DC 15; Damage 1d4; Height 10-20 ft.

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[edit]

Large Magical Beast (); CR 3; HD 4d8+19; hp 37

Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 10 ft./10 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;

Base Atk +3; Grp +14 Atk Claws +9 melee (1d6+7 magic); Full Atk 2 claws +9 melee (1d6+7 magic) and bite +4 melee (1d6+4 magic)

SA smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL LE; SV Fort +8, Ref +6, Will +2;

Str 25, Dex 15, Con 18, Int 3, Wis 12, Cha 7

Skills: Climb +16, Listen +6, Spot +6

Feats: Alertness, Toughness

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.

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


Fiendish Boar[edit]

Medium Magical Beast (); CR 2; HD 3d8+18; hp 31

Init +0; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16;

Base Atk +2; Grp +6; Atk Gore +6 melee (1d8+5); Full Atk Gore +6 melee (1d8+5);

SA Ferocity, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL NE; SV Fort +8, Ref +3, Will +2;

Str 19, Dex 10, Con 21, Int 3, Wis 13, Cha 4

Skills: Listen +7, Spot +5

Feats: Alertness, Toughness

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 a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe


Fiendish Crocodile[edit]

Medium Magical Beast (); CR 2; HD 3d8+15; hp 28

Init +1; Spd 20 ft., swim 30 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;

Base Atk +2; Grp +8 Atk Bite +8 melee (1d8+8) or tail slap +8 melee (1d12+8); Full Atk Bite +8 melee (1d8+8) or tail slap +8 melee (1d12+8);

SA Improved grab, smite good; SQ Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +8, Ref +4, Will +2;

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)

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 x its Constitution score before it risks drowning.

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.

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


Fiendish Dire Bat[edit]

Large Magical Beast (); CR 3; HD 4d8+20; hp 38

Init +6; Spd 20 ft., fly 40 ft. (good); Space/Reach 10 ft./5 ft.; AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14;

Base Atk +3; Grp +12 Atk Bite +7 melee (1d8+6 magic); Full Atk Bite +7 melee (1d8+6 magic)

SA smite good; SQ Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL NE; SV Fort +9, Ref +10, Will +6;

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

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.

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

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


Fiendish Dire Weasel[edit]

Medium Magical Beast (); CR 2; HD 3d8+6; hp 19

Init +4; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12;

Base Atk +2; Grp +6 Atk Bite +8 melee (1d6+5); Full Atk Bite +8 melee (1d6+5)

SA Attach, blood drain, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL LE; SV Fort +5, Ref +7, Will +4;

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 Finesse

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 a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe.


Fiendish Monstrous Centipede, Huge[edit]

Huge Magical Beast (); CR 3; HD 6d8+18; hp 45

Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 15 ft./10 ft.; AC 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;

Base Atk +4; Grp +17 Atk Bite +7 melee (2d6+6 magic plus poison); Full Atk Bite +7 melee (2d6+6 magic plus poison)

SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 11; AL NE; SV Fort +8, Ref +4, Will +2;

Str 21, Dex 15, Con 16, Int 3, Wis 10, Cha 2

Skills: Climb +11, Hide +2, Spot +4

Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC 16, 1d6 Dex initial and secondary. The save DCs are Constitution-based.

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.

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


Fiendish Sea Snake, Large Viper[edit]

Large Magical Beast (); CR 2; HD 3d8+6; hp 19

Init +7; Spd 10 ft., swim 30 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12;

Base Atk +2; Grp +8; Atk Bite +4 melee (1d4+2 plus poison); Full Atk Bite +4 melee (1d4+2 plus poison);

SA Poison, hold breath, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +5, Ref +6, Will +2;

Str 14, Dex 17, Con 15, Int 3, Wis 12, Cha 2

Skills: Balance +11, Climb +13, Hide +8, Listen +5, Spot +6, Swim +10

Feats: Improved Initiative, Weapon Finesse

Poison(Ex): A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 15. The save DCs are Constitution-based.

Hold Breath Ex: A sea snake can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea snake, this is 90 rounds, or 9 minutes.

Skills(): A sea 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.

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

Fiendish Constrictor Snake[edit]

Medium Magical Beast (); CR 2; HD 3d8+12; hp 25

Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 5 ft./5 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;

Base Atk +2; Grp +7 Atk Bite +7 melee (1d3+6); Full Atk Bite +7 melee (1d3+6);

SA Constrict 1d3+6, improved grab, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; AL LE; SV Fort +6, Ref +6, Will +2;

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

Constrict(Ex): On a successful grapple check, a constrictor snake deals the indicated 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 a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe.


Fiendish Wolverine[edit]

Medium Magical Beast (); CR 2; HD 3d8+21; hp 34

Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;

Base Atk +2; Grp +6 Atk Claw +6 melee (1d4+4) Full Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+3)

SA Rage, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +9, Ref +5, Will +2;

Str 18, Dex 15, Con 23, Int 3, Wis 12, Cha 10

Skills: Climb +10, Listen +6, Spot +6

Feats: Alertness, Toughness, Track

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.

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.

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


Guardinal, Musteval[edit]

Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+6; hp 15

Init +4; Spd 30 ft. burrow 10 ft.; Space/Reach 2 1/2 ft./0 ft.; AC 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16;

Base Atk +2; Grp –6 Atk Bite +8 melee (1d3+0); Full Atk Bite +8 melee (1d3+0)

SA Spell-like abilities; SQ immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues; AL NG; SV Fort +6 (+10 against poison), Ref +7, Will +5;

Str 11, Dex 18, Con 16, Int 11, Wis 14, Cha 13

Skills: Balance +7, Climb +9, Escape Artist +9, Hide +17, Jump +2, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +9, Tumble +6, Use Rope +4 (+6 bindings)

Feats: Weapon Finesse

Speak with Animals (Sp): Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.

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

Spell-Like Abilities: At will- detect evil, detect magic, disguise self, magic missile, protection from evil (self only) and see invisibility; 1/day - invisibility (DC 13). Caster level 3rd. The save DCs are Charisma-based.

Focused Movement: When moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability Mustevals almost always use this ability to move before and after using a spell-like ability during combat.

Outsider Traits: Guardinals have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Hell Hound[edit]

Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+12; hp 30

Init +5; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;

Base Atk +4; Grp +7 Atk Bite +7 melee (1d8+3 plus 1d6 fire); Full Atk Bite +7 melee (1d8+3 plus 1d6 fire)

SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +7, Ref +5, Will +4;

Str 17, Dex 13, Con 17, Int 6, Wis 10, Cha 6

Skills: Hide +13, Jump +14, Listen +7, Move Silently +13, Spot +7, Survival +9*

Feats: Improved Initiative, Run, Track

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

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.

Outsider Traits: Hell hounds have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life)


Windrazor[edit]

Small outsider (extraplanar); CR 1; HD 2d8+4; hp 13

Init +2; Spd 10ft. climb 10 ft. fly 40 ft. (good); Space/Reach 5 ft./ 5 ft.; AC 13, touch 13, flat-footed 11 (+1 size, +2 Dex);

Base Atk +2; Grp -1 Atk Claw +6 melee (1d4+3/19-20) or Bite +1 melee (1d6+2/19-20); Full Atk 2 Claws +6 melee (1d4+3/19-20) and Bite +1 melee (1d6+2/19-20)

SA Fearsome critical, Rend 2d4+4 SQ Keen senses; AL CE; SV Fort +5, Ref +5, Will +4;

Str 17, Dex 15, Con 15, Int 8, Wis 12, Cha 6

Feats: Flyby Attack, lmproved Critical (claw), lmproved Critical (bite)

Skills: Balance +4, Climb +16, Hide +6, Knowledge (the planes) +4, Listen +6, Move Silently +7, Spot +6, Survival +8 (+10 on other planes), Tumble +7

Keen Senses (Ex): A windrazor sees four times as well a human in shadowy illumination.

Rend (Ex): A wind razor that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+4 points of damage.

Fearsome Critical (Ex): Whenever a windrazor scores a critical hit, all creatures within 10 feet must succeed on a DC 9 Will saving throw or become shaken. This is a mind affecting fear effect. The save DC is Charisma-based.

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

Outsider Traits: Windrazors have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).

Summon Monster 4 - under construction[edit]

Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)

  • Works on “self only”

Aid-(2nd)(Lantern Archon)(3/x)(at will) Blur*-(2nd)(Air Mephit)(6/x)(1) Blur*-(2nd)(Dust Mephit)(6/x)(1) Blur*-(2nd)(Steam Mephit)(3/x)(1) Chill Metal-(2nd)(Ice Mephit)(6/14)(1) Continual Flame-(2nd)(Lantern Archon)(3/x)(at will) Detect Evil-(1st)(Lantern Archon)(3/x)(at will) Glitterdust-(2nd)(Salt Mephit)(3/14)(1) Gust of wind-(2nd)(Air Mephit)(6/14)(1) Heat Metal-(2nd)(Fire Mephit)(6/14)(1) Magic Circle Against Evil*-(3rd)(Lantern Archon)(1/x)(always on) Magic Missile-(1st)(Ice Mephit)(3/x)(1) Melf’s Acid Arrow-(2nd)(Ooze Mephit)(3/x)(1) Melf’s Acid Arrow-(2nd)(Water Mephit)(3/x)(1) Pyrotechnics-(2nd)(Magma Elemental)(6/14)(1) Scorching ray-(2nd)(Fire Mephit)(3/14)(1) Soften Earth and Stone-(2nd)(Earth Mephit)(6/x)(1) Stinking Cloud-(3rd)(Ooze Mephit)(6/15)(1) Stinking Cloud-(3rd)(Water Mephit)(6/15)(1) Tongues*-(3rd)(Lantern Archon)(14/x)(always on) Wind Wall – (3rd)(Dust Mephit)(6/13)(1)


Lantern Archon Small Outsider (Archon, Extraplanar, Good, Lawful); CR 2; HD 1d8; hp 4; Init +4; Spd Fly 60 ft. (perfect) (12 squares); AC 15 (+1 size, +4 natural), touch 11, flat-footed 15; Base Atk +1; Grp -8; Atk Light ray +2 ranged touch (1d6); Full Atk 2 light rays +2 ranged touch (1d6); SA Spell-like abilities; SQ Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues; AL Always lawful good; SV Fort +2 (+6 against poison), Ref +2, Will +2; Str 1, Dex 11, Con 10, 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 Magic Circle Against Evil(Su): ): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (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. 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 to resist its effects. Will DC 12 negates, 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. Ray(Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type. 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 Owl, Giant Large Magical Beast (); CR 4; HD 4d10+4; hp 26; Init +3; Spd 10 ft., fly 70 ft. (average); Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12; Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2); SA smite evil; SQ Superior lowlight vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 9; AL LG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10 Feats: Alertness, Wingover 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. Carrying Capacity(): A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Low-Light Vision(Ex): A giant owl can see five times as far as a human can in dim light. Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +4 extra damage against an evil foe Celestial Eagle, Giant Large Magical Beast (); CR 4; HD 4d10+4; hp 26; Init +3; Spd 10 ft., fly 80 ft. (average); Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12; Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2); SA smite evil; SQ Low-light vision, evasion, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 9; AL CG; SV Fort +5, Ref +7, Will +3; Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3 Feats: Alertness, Flyby Attack 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 Carrying Capacity(): A light load for a giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +4 extra damage against an evil foe Celestial Lion Large Magical Beast (); CR 4; HD 5d8+10; hp 32; Init +3; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +3; Grp +12; Atk Claw +7 melee (1d4+5); Full Atk 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2); SA Pounce, improved grab, rake 1d4+2, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10; AL CG; SV Fort +6, Ref +7, Will +2; Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5 Feats: Alertness, Run 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): Attack bonus +7 melee, damage 1d4+2. 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. Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe

Air Mephit Small Outsider (Air, Extraplanar); CR 3; HD 3d8; hp 13; Init +7; Spd 30 ft., fly 60 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3); Full Atk 2 claws +4 melee (1d3); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, 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 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. Breath Weapon(Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus. 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. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour. Dust Mephit Small Outsider (Air, Extraplanar); CR 3; HD 3d8; hp 13; Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3); Full Atk 2 claws +4 melee (1d3); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, 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 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. Breath Weapon(Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 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. Fast Healing(Ex): A dust mephit heals only if in an arid, dusty environment. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Earth Mephit Small Outsider (Earth, Extraplanar); CR 3; HD 3d8+6; hp 19; Init -1; Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +2; Atk Claw +7 melee (1d3+3); Full Atk 2 claws +7 melee (1d3+3); SA Breath weapon, spell-like abilities, summon mephit; SQ Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, 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 Breath Weapon(Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. 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. Fast Healing(Ex): An earth mephit heals only if it is underground or buried up to its waist in earth. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour. Spell-Like Abilities(): 1/day-soften earth and stone. Caster level 6th. Fire Mephit Small Outsider (Extraplanar, Fire); CR 3; HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 and 1d4 fire); Full Atk 2 claws +4 melee (1d3 and 1d4 fire); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) Feats: Dodge, Improved Initiative 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. Breath Weapon(Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment. Fast Healing(Ex): A fire mephit heals only if it is touching a flame at least as large as a torch. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Ice Mephit Small Outsider (Air, Cold, Extraplanar); CR 3; HD 3d8; hp 13; Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 cold); Full Atk 2 claws +4 melee (1d3 plus 1d4 cold); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings) Feats: Dodge, Improved Initiative 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. Breath Weapon(Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 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. 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. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour. Magma Mephit Small Outsider (Fire, Extraplanar); CR 3; HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 fire); Full Atk 2 claws +4 melee (1d3 plus 1d4 fire); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) Feats: Dodge, Improved Initiative 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. Breath Weapon(Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 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. Fast Healing(Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Ooze Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19; Init +0; Spd 30 ft, fly 40 ft(average), swim 30 ft; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) Feats: Power Attack, Toughness 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. 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. Breath Weapon(Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 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. Fast Healing(Ex): An ooze mephit heals only if in a wet or muddy environment. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour. Salt Mephit Small Outsider (Earth, Extraplanar); CR 3; HD 3d8+6; hp 19; Init -1; Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +2; Atk Claw +7 melee (1d3+3); Full Atk 2 claws +7 melee (1d3+3); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings) Feats: Power Attack, Toughness 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. Breath Weapon(Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 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. Fast Healing(Ex): A salt mephit heals only if in an arid environment. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Steam Mephit Small Outsider (Extraplanar, Fire); CR 3; HD 3d8; hp 13; Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 fire); Full Atk 2 claws +4 melee (1d3 plus 1d4 fire); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3; Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings) Feats: Dodge, Improved Initiative 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. Breath Weapon(Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 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. Fast Healing(Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour. Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19; Init +0; Spd 30 ft., fly 40 ft. (average), swim 30 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15 Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings) Feats: Power Attack, Toughness 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. 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. Breath Weapon(Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus. Fast Healing(Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water. Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fiendish Dire Wolf Large Magical Beast (); CR 4; HD 6d8+18; hp 45; Init +2; Spd 50 ft.; Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +15; Atk Bite +11 melee (1d8+10); Full Atk Bite +11 melee (1d8+10); SA Trip, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; AL LE; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, Track, Weapon Focus (bite) Trip(Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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. Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe Fiendish Giant Wasp Large Magical Beast (); CR 4; HD 5d8+10; hp 32; Init +1; Spd 20 ft., fly 60 ft. (good); Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Base Atk +3; Grp +11; Atk Sting +6 melee (1d3+6 plus poison); Full Atk Sting +6 melee (1d3+6 plus poison); SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 10; AL LE; SV Fort +6, Ref +2, Will +2; Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11 Skills: Spot +9, Survival +1* Skills(): Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. Poison(Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against a good foe Fiendish Giant Praying Mantis Large Magical Beast (); CR 4; HD 4d8+8; hp 26; Init -1; Spd 20 ft., fly 40 ft. (poor); Space/Reach 10 ft./5 ft.; AC 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14; Base Atk +3; Grp +11; Atk Claws +6 melee (1d8+4); Full Atk Claws +6 melee (1d8+4) and bite +1 melee (1d6+2); SA Improved grab, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL NE; SV Fort +6, Ref +0, Will +3; Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11 Skills: Hide -1*, Spot +6 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. 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 +6 attack bonus). Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe

Fiendish Shark, Large Large Magical Beast (Aquatic); CR 3; HD 7d8+7; hp 38; Init +6; Spd Swim 60 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +5; Grp +12; Atk Bite +7 melee (1d8+4); Full Atk Bite +7 melee (1d8+4); SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; AL NE; SV Fort +8, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Skills: Listen +8, Spot +7, Swim +11 Feats: Alertness, Great Fortitude, Improved Initiative 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. 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. Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe Yeth Hound Medium Outsider (Extraplanar, Evil); CR 3; HD 3d8+6; hp 19; Init +6; Spd 40 ft., fly 60 ft. (good); AC 20 (+2 Dex, +8 natural), touch 12, flat-footed 18; Base Atk +3; Grp +6; Atk Bite +6 melee (1d8+4); Full Atk Bite +6 melee (1d8+4); SA Bay, trip; SQ Damage reduction 10/silver, darkvision 60 ft., flight, scent; AL NE; SV Fort +5, Ref +5, Will +5; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10 Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)* Feats: Improved Initiative, Track 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 (+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 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 (); CR 3; HD 4d8+4; hp 22; Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11; Base Atk +3; Grp +9; Atk Bite +4 melee (1d8+3 plus poison); Full Atk Bite +4 melee (1d8+3 plus poison); SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL CE; SV Fort +5, Ref +4, Will +1; Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2 Skills: Climb +11, Hide +3*, Jump +2*, Spot +4* Poison(Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 13, 1d6 Str initial and secondary. 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. 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. 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 or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. 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 the hit points given on the table, 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. Escape DC 13; Break DC 17; HP 12 Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe Fiendish Snake, Huge Viper Huge Magical Beast (); CR 4; HD 6d8+6; hp 33; Init +6; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15; Base Atk +4; Grp +15; Atk Bite +6 melee (1d6+4 plus poison); Full Atk Bite +6 melee (1d6+4 plus poison); SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; AL CE; SV Fort +6, Ref +7, Will +3; Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2 Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11 Feats: Improved Initiative, Run, Weapon Focus (bite) Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 14. The save DCs are Constitution-based. Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe

Howler Large Outsider (Chaotic, Evil, Extraplanar); CR 3; HD 6d8+12; hp 39; Init +7; Spd 60 ft.; Space/Reach 10 ft./5 ft.; AC 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15; Atk Bite +10 melee (2d8+5); Full Atk Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2); SA Quills, howl; SQ Darkvision 60 ft.; AL Always chaotic evil; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8 Skills: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks) Feats: Alertness, Combat Reflexes, Improved Initiative Carrying Capacity(): A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds. 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.

Summon Monster 5 - under construction[edit]

Summon Monster 6 - under construction[edit]

Summon Monster 7 - under construction[edit]

Summon Monster 8 - under construction[edit]

Summon Monster 9 - under construction[edit]

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