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=== Summon Monster I === ====Celestial Dog, Riding==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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==== 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
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