Editing Eric Thursley

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(three days before mysteriously disappearing from his private office, leaving soot-covered walls and a lingering trace of brimstone.)
 
(three days before mysteriously disappearing from his private office, leaving soot-covered walls and a lingering trace of brimstone.)
  
 
== Editor's Note ==
 
 
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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Str 10 (+0)
 
Str 10 (+0)
  
Dex 18 (+4) [base 17, +1 lvl4]
+
Dex 14 (+2) [base 13, +1 item]
  
Con 16 (+3) [base 14, +2 item]
+
Con 16 (+3) [base 15, +1 item]
  
Int 18 (+4)
+
Int 18 (+4) [base 15, +1 level 4, +2 item]
  
Wis 13 (+1)  
+
Wis 12 (+1)  
  
 
Cha 14 (+2) [base 13, +1 item]
 
Cha 14 (+2) [base 13, +1 item]
  
  
Hit Points: xxx [xxx base, +18 Con]
+
Hit Points: 45 [24 base, +21 Con]
  
 
Subdual Damage: 0
 
Subdual Damage: 0
  
Init: +8 [+4 Dex, +4 Improved Initiative]
+
Init: +6 [+2 Dex, +4 Improved Initiative]
  
BAB: +2 [+1 Conjurer, +1 Master Specialist]
+
BAB: +3 [+1 Conjurer, +1 Master Specialist, +1 Malconvoker]
  
Grapple: +2
+
Grapple: +3 [+3 class, +0 Str]
  
  
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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.
 
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]
+
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]]
  
  
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'''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.
 
'''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]
+
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.
 
'''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.
 
This benefit doesn't apply to spells gained from classes other than wizard.
 +
  
 
=== Master Specialist 2 ===
 
=== Master Specialist 2 ===
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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.
 
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 ===
 
=== 1st Level ===
 
  
 
====Benign Transportation====
 
====Benign Transportation====
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* Celestial dog (LG)
 
* Celestial dog (LG)
* Celestial owl (LG) [instead of Elysian Thrush (NG, PH118)]
+
* Celestial owl (LG) [[instead of Elysian Thrush (NG, PH118)]]
 
* Celestial giant fire beetle (NG)
 
* Celestial giant fire beetle (NG)
 
* Celestial porpoise (NG) *
 
* Celestial porpoise (NG) *
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* Fiendish monstrous centipede, Medium (NE)
 
* Fiendish monstrous centipede, Medium (NE)
 
* Fiendish hawk (CE)
 
* Fiendish hawk (CE)
* Fiendish monstrous spider, Small (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)]
+
* Fiendish monstrous spider, Small (CE) [[instead of Fiendish monstrous diving spider, Small (Sto169)]]
 
* Fiendish octopus (CE) *
 
* Fiendish octopus (CE) *
* Fiendish monstrous crab, Small (NE, Sto141) [instead of Fiendish monstrous scorpion, Small (NE)]
+
* 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)]
+
* Fiendish sea snake (CE, Sto170) [[instead of Fiendish snake, Small viper (CE)]]
  
 
''* May be summoned only into an aquatic or watery environment.''
 
''* May be summoned only into an aquatic or watery environment.''
 
  
 
=== 2nd Level ===
 
=== 2nd Level ===
 
  
 
====Chain of Eyes====
 
====Chain of Eyes====
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*Celestial giant bee (LG)
 
*Celestial giant bee (LG)
 
*Celestial giant bombardier beetle (NG)
 
*Celestial giant bombardier beetle (NG)
*Celestial riding dog (NG) [instead of Ur'Epona (PH130)]
+
*Celestial riding dog (NG) [[instead of Ur'Epona (PH130)]]
 
*Celestial eagle (CG)
 
*Celestial eagle (CG)
 
*Clockwork Mender (MMIV30)
 
*Clockwork Mender (MMIV30)
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*Fiendish wolf (LE)
 
*Fiendish wolf (LE)
 
*Fiendish monstrous centipede, Large (NE)
 
*Fiendish monstrous centipede, Large (NE)
*Fiendish monstrous crab, Medium (NE, Sto141) [instead of Fiendish monstrous scorpion, Medium (NE)]
+
*Fiendish monstrous crab, Medium (NE, Sto141) [[instead of Fiendish monstrous scorpion, Medium (NE)]]
 
*Fiendish shark, Medium (NE) *
 
*Fiendish shark, Medium (NE) *
*Fiendish monstrous spider, Medium (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)]
+
*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)]
+
*Fiendish sea snake (CE, Sto170) [[instead of Fiendish snake, Medium viper (CE)]]
 
*Nerra, Veroot (FF130)
 
*Nerra, Veroot (FF130)
 
*Kaorti (FF108)
 
*Kaorti (FF108)
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''* May be summoned only into an aquatic or watery environment.''
 
''* May be summoned only into an aquatic or watery environment.''
 
  
 
====Summon Swarm====
 
====Summon Swarm====
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'''Material Component:''' A bit of spider web.
 
'''Material Component:''' A bit of spider web.
 
  
 
=== 3rd Level ===
 
=== 3rd Level ===
 
  
 
====Dimension Step====
 
====Dimension Step====
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* Demon, Nashrou (CE, MMIV44)
 
* Demon, Nashrou (CE, MMIV44)
 
* Eladrin, Coure (CG, BoED168)
 
* Eladrin, Coure (CG, BoED168)
* Elemental, Small (Air) (N)
+
* Elemental, Small (any) (N)
* Elemental, Small (Earth) (N)
 
* Elemental, Small (Fire) (N)
 
* Elemental, Small (Water) (N)
 
 
* Fiendish ape (LE)
 
* Fiendish ape (LE)
 
* Fiendish boar (NE)
 
* Fiendish boar (NE)
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* Fiendish dire weasel (LE)
 
* Fiendish dire weasel (LE)
 
* Fiendish monstrous centipede, Huge (NE)
 
* Fiendish monstrous centipede, Huge (NE)
* Fiendish sea snake, Large (CE, Sto170) [instead of Fiendish snake, Large viper (CE)]
+
* Fiendish sea snake, Large (CE, Sto170) [[instead of Fiendish snake, Large viper (CE)]]
 
* Fiendish snake, constrictor (LE)
 
* Fiendish snake, constrictor (LE)
 
* Fiendish wolverine (CE)
 
* Fiendish wolverine (CE)
Line 1,194: Line 1,174:
  
  
=== 4th Level - [[under construction]] ===
+
=== 4th Level === [[under construction]]
 +
=== 5th Level === [[under construction]]
 +
=== 6th Level === [[under construction]]
 +
=== 7th Level === [[under construction]]
 +
=== 8th Level === [[under construction]]
 +
=== 9th Level === [[under construction]]
  
  
'''Black Tentacles'''
+
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
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.
 
  
 +
== Bestiarum vocabulum - [[under construction]] ==
 +
=== Summon Monster I ===
  
Bloodstar
+
====Celestial Dog, Riding====
 +
Medium Magical Beast (); CR 1; HD 2d8+4;
 +
'''hp 13''';
  
 +
'''Init''' +2;
 +
'''Spd''' 40 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;
  
Dimension Door
+
Base Atk +1; Grp +3;
Conjuration (Teleportation)
+
'''Atk''' Bite +3 melee (1d6+3);
Level: Brd 4, Sor/Wiz 4, Travel 4
+
'''Full Atk''' Bite +3 melee (1d6+3);
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.
 
  
 +
'''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 +5, Ref +5, Will +1''';
  
Dimensional Anchor
+
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
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.
 
  
 +
'''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
  
Resist Energy, Mass
+
'''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
  
'''Summon Monster IV'''
+
'''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.
  
''Conjuration (Summoning) [see text for summon monster I]''
+
'''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.
  
'''Level:''' Brd 4, Clr 4, Sor/Wiz 4
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
'''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'''
+
====Celestial Owl====
 +
Tiny Magical Beast (); CR 1/4; HD 1d8;
 +
'''hp 4''';
  
* Abishai, White (LE, FCII)
+
'''Init''' +3;
* Aoa Droplet (N, FF)
+
'''Spd''' 10 ft., fly 40 ft. (average);
* Arcadian Avenger (LG, MMV)
+
'''Space/Reach''' 2-1/2 ft./0 ft.;
* Archon, lantern (LG)
+
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;
* 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.''
+
Base Atk +0; Grp -11;
 +
'''Atk''' Talons +5 melee (1d4-3);
 +
'''Full Atk''' Talons +5 melee (1d4-3);
  
 +
'''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 +2, Ref +5, Will +2''';
  
Voice of the Dragon
+
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
  
=== 5th Level - [[under construction]] ===
+
'''Skills:''' Listen +14, Move Silently +17, Spot +6*
  
 +
'''Feats:''' Weapon Finesse
  
Planar Binding, Lesser
+
'''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.
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.
 
  
 +
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
  
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.
 
  
 +
====Celestial Giant Fire Beetle====
 +
Small Magical Beast (); CR 1/3; HD 1d8;
 +
'''hp 4''';
  
Teleport
+
'''Init''' +0;
Conjuration (Teleportation)
+
'''Spd''' 30 ft.;
Level: Sor/Wiz 5, Travel 5
+
'''Space/Reach''' 5 ft./5 ft.;
Components: V
+
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
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
 
  
 +
Base Atk +0; Grp -4;
 +
'''Atk''' Bite +1 melee (2d4);
 +
'''Full Atk''' Bite +1 melee (2d4);
  
=== 6th Level - [[under construction]] ===
+
'''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 +2, Ref +0, Will +0''';
  
 +
Str 10, Dex 11, Con 11, Int -, Wis 10, Cha 7
  
Acid Fog
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
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.
 
  
 +
====Celestial Porpoise====
 +
Medium Magical Beast (); CR 1/2; HD 2d8+2;
 +
'''hp 11''';
  
Planar Binding
+
'''Init''' +3;
Conjuration (Calling) [see text for lesser planar binding]
+
'''Spd''' Swim 80 ft.;
Level: Sor/Wiz 6
+
'''Space/Reach''' 5 ft./5 ft.;
Components: V, S
+
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
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.
 
  
 +
Base Atk +1; Grp +1;
 +
'''Atk''' Slam +4 melee (2d4);
 +
'''Full Atk''' Slam +4 melee (2d4);
  
Summon Monster VI
+
'''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;
Conjuration (Summoning) [see text for summon monster I]
+
'''AL''' NG; SV
Level: Brd 6, Clr 6, Sor/Wiz 6
+
'''Fort +4, Ref +6, Will +1''';
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.
 
  
 +
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
  
=== 7th Level - [[under construction]] ===
+
'''Skills:''' Listen +8*, Spot +7*, Swim +8
  
 +
'''Feats:''' Weapon Finesse
  
Brilliant Aura
+
'''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.
  
Summon Monster VII
+
'''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.
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.
 
  
 +
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
  
=== 8th Level - [[under construction]] ===
 
  
 +
====Celestial Badger====
 +
Small Magical Beast (); CR 1/2; HD 1d8+2;
 +
'''hp 6''';
  
=== 9th Level - [[under construction]] ===
+
'''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 -5;
 +
'''Atk''' Claw +4 melee (1d2-1);
 +
'''Full Atk''' 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1);
  
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
+
'''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 +4, Ref +5, Will +1''';
  
== Bestiarum Vocabulum ==
+
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  
[[Red text indicates the effects of the Augment Summoning feat]]
+
'''Skills:''' Escape Artist +7, Listen +3, Spot +3
  
 +
'''Feats:''' Track, Weapon Finesse
  
=== Summon Monster I ===
+
'''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.
  
====Celestial Dog, Riding====
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
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]];
+
====Celestial Monkey====
'''Atk''' Bite +[[5]] melee (1d6+[[5]]);
+
Tiny Magical Beast (); CR 1/6; HD 1d8;
'''Full Atk''' Bite +[[5]] melee (1d6+[[5]]);
+
'''hp 4''';
  
'''SA''' smite evil;
+
'''Init''' +2;
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;  
+
'''Spd''' 30 ft., climb 30 ft.;
'''AL''' LG; SV
+
'''Space/Reach''' 2-1/2 ft./0 ft.;  
'''Fort +[[7]], Ref +5, Will +1''';
+
'''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12;  
  
[[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6
+
Base Atk +0; Grp -12;
 +
'''Atk''' Bite +4 melee (1d3-4);
 +
'''Full Atk''' Bite +4 melee (1d3-4);
  
'''Skills:''' Jump +[[10]], Listen +5, Spot +5, Swim +[[5]], Survival +[[3]]*
+
'''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 +2, Ref +4, Will +1''';
  
'''Feats:''' Alertness, Track
+
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
  
'''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
+
'''Skills:''' Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
  
'''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.
+
'''Feats:''' Weapon Finesse
  
'''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.
+
'''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 +2 extra damage against an evil foe
+
'''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 Owl====
+
====Fiendish Dire Rat====
Tiny Magical Beast (); CR 1/4; HD 1d8+[[2]];
+
Small Magical Beast (); CR 1/3; HD 1d8+1;
'''hp [[6]]''';
+
'''hp 5''';
  
 
'''Init''' +3;
 
'''Init''' +3;
'''Spd''' 10 ft., fly 40 ft. (average);
+
'''Spd''' 40 ft., climb 20 ft.;
'''Space/Reach''' 2-1/2 ft./0 ft.;  
+
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;  
+
'''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;  
  
Base Atk +0; Grp -[[9]];
+
Base Atk +0; Grp -4;
'''Atk''' Talons +5 melee (1d4-[[1]]);  
+
'''Atk''' Bite +4 melee (1d4 plus disease);  
'''Full Atk''' Talons +5 melee (1d4-[[1]]);
+
'''Full Atk''' Bite +4 melee (1d4 plus disease);
  
'''SA''' smite evil;
+
'''SA''' Disease, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
+
'''AL''' LE; SV
'''AL''' LG; SV  
+
'''Fort +3, Ref +5, Will +3''';
'''Fort +[[4]], Ref +5, Will +2''';
 
  
[[Str 8]], Dex 17, [[Con 14]], Int 3, Wis 14, Cha 4
+
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
  
'''Skills:''' Listen +14, Move Silently +17, Spot +6*
+
'''Skills:''' Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
  
'''Feats:''' Weapon Finesse
+
'''Feats:''' Alertness, 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.
+
'''Disease(Ex):''' Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
+
'''Skills():''' Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks.
  
====Celestial Giant Fire Beetle====
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
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]];
+
====Fiendish Raven====
'''Atk''' Bite +[[3]] melee (2d4+[[2]]);
+
Tiny Magical Beast (); CR 1/6; HD 1/4 d8;
'''Full Atk''' Bite +[[3]] melee (2d4+[[2]]);
+
'''hp 1''';
  
'''SA''' smite evil;
+
'''Init''' +2;
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
+
'''Spd''' 10 ft., fly 40 ft. (average);
'''AL''' NG; SV  
+
'''Space/Reach''' 2-1/2 ft./0 ft.;
'''Fort +[[4]], Ref +0, Will +0''';
+
'''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12;
 +
 
 +
Base Atk +0; Grp -13;
 +
'''Atk''' Claws +4 melee (1d2-5);
 +
'''Full Atk''' Claws +4 melee (1d2-5);
 +
 
 +
'''SA''' smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 5;  
 +
'''AL''' LE; SV
 +
'''Fort +2, Ref +4, Will +2''';
 +
 
 +
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
 +
 
 +
'''Skills:''' Listen +3, Spot +5
  
[[Str 14]], Dex 11, [[Con 15]], Int 3, Wis 10, Cha 7
+
'''Feats:''' Weapon Finesse
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
  
  
====Celestial Porpoise====
+
====Fiendish Monstrous Centipede, Medium====
Medium Magical Beast (); CR 1/2; HD 2d8+[[6]];
+
Medium Magical Beast (); CR 1/2; HD 1d8;
'''hp [[15]]''';
+
'''hp 4''';
  
'''Init''' +3;
+
'''Init''' +2;
'''Spd''' Swim 80 ft.;
+
'''Spd''' 40 ft., climb 40 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;  
+
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;  
  
Base Atk +1; Grp +[[3]];
+
Base Atk +0; Grp -1;
'''Atk''' Slam +4 melee (2d4+[[2]]);
+
'''Atk''' Bite +2 melee (1d6-1 plus poison);  
'''Full Atk''' Slam +4 melee (2d4+[[2]]);
+
'''Full Atk''' Bite +2 melee (1d6-1 plus poison);
  
'''SA''' smite evil;
+
'''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
'''SQ''' Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
+
'''Fort +2, Ref +2, Will +0''';
'''AL''' NG; SV
 
'''Fort +[[6]], Ref +6, Will +1''';
 
  
[[Str 15]], Dex 17, [[Con 17]], Int 3, Wis 12, Cha 6
+
Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
  
'''Skills:''' Listen +8*, Spot +7*, Swim +[[10]]
+
'''Skills:''' Climb +10, Hide +10, Spot +4
  
 
'''Feats:''' Weapon Finesse
 
'''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.
+
'''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC10, 1d3 Dex initial and secondary The save DCs are Constitution-based.
  
'''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():''' 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.
  
'''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 Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
 
  
 
+
====Fiendish Hawk====
====Celestial Badger====
+
Tiny Magical Beast (); CR 1/3; HD 1d8;
Small Magical Beast (); CR 1/2; HD 1d8+[[4]];
+
'''hp 4''';
'''hp [[8]]''';
 
  
 
'''Init''' +3;
 
'''Init''' +3;
'''Spd''' 30 ft., burrow 10 ft.;
+
'''Spd''' 10 ft., fly 60 ft. (average);
'''Space/Reach''' 5 ft./5 ft.;
+
'''Space/Reach''' 2-1/2 ft./0 ft.;  
'''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;  
+
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;  
  
Base Atk +0; Grp -[[3]];
+
Base Atk +0; Grp -10;
'''Atk''' Claw +4 melee (1d2+[[1]]);  
+
'''Atk''' Talons +5 melee (1d4-2);
'''Full Atk''' 2 claws +4 melee (1d2+[[1]]) and bite -1 melee (1d3+[[1]]);
+
'''Full Atk''' Talons +5 melee (1d4-2);
  
'''SA''' Rage, smite evil;
+
'''SA''' smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;  
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
+
'''AL''' CE; SV
'''AL''' CG; SV
+
'''Fort +2, Ref +5, Will +2''';
'''Fort +[[6]], Ref +5, Will +1''';
 
  
[[Str 12]], Dex 17, [[Con 19]], Int 3, Wis 12, Cha 6
+
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
  
'''Skills:''' Escape Artist +7, Listen +3, Spot +3
+
'''Skills:''' Listen +2, Spot +14
  
'''Feats:''' Track, Weapon Finesse
+
'''Feats:''' 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():''' Hawks have a +8 racial bonus on Spot checks
  
'''Skills():''' A badger has a +4 racial bonus on Escape Artist 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
  
'''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 Monstrous Spider, Small====
 +
Small Magical Beast (); CR 1/2; HD 1d8;
 +
'''hp''' 4;
  
====Celestial Monkey====
+
'''Init''' +3;
Tiny Magical Beast (); CR 1/6; HD 1d8+[[2]];
+
'''Spd''' 30 ft., climb 20 ft.;
'''hp [[6]]''';
+
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 14 (+1 size, +3 Dex), touch 14, flat-footed 11;  
  
'''Init''' +2;
+
Base Atk +0; Grp -6;
'''Spd''' 30 ft., climb 30 ft.;
+
'''Atk''' Bite +4 melee (1d4-2 plus poison);
'''Space/Reach''' 2-1/2 ft./0 ft.;  
+
'''Full Atk''' Bite +4 melee (1d4-2 plus poison);
'''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12;  
 
  
Base Atk +0; Grp -[[10]];
+
'''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 6;
'''Atk''' Bite +4 melee (1d3-[[2]]);
+
'''AL''' CE; SV
'''Full Atk''' Bite +4 melee (1d3-[[2]]);
+
'''Fort +2, Ref +3, Will +0''';
  
'''SA''' smite evil;
+
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
'''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:''' Climb +11, Hide +11*, Jump -2*, Spot +4*
 
 
'''Skills:''' Balance + 10, Climb +[[12]], Hide +10, Listen +3, Spot +3
 
  
 
'''Feats:''' Weapon Finesse
 
'''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.
+
'''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 10, 1d3 Str initial and secondary.  
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe.
+
'''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 10; Break DC 14; 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 Dire Rat====
+
====Fiendish Octopus====
Small Magical Beast (); CR 1/3; HD 1d8+[[3]];
+
Small Magical Beast (Aquatic); CR 1; HD 2d8;
'''hp [[7]]''';
+
'''hp 9''';
  
 
'''Init''' +3;
 
'''Init''' +3;
'''Spd''' 40 ft., climb 20 ft.;
+
'''Spd''' 20 ft., swim 30 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;  
+
'''AC''' 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;  
  
Base Atk +0; Grp -[[2]];
+
Base Atk +1; Grp +2;
'''Atk''' Bite +4 melee (1d4+[[2]] plus disease);  
+
'''Atk''' Arms +5 melee (0);
'''Full Atk''' Bite +4 melee (1d4+[[2]] plus disease);
+
'''Full Atk''' Arms +5 melee (0) and bite +0 melee (1d3);
  
'''SA''' Disease, smite good;
+
'''SA''' Improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7;
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
+
'''AL''' CE; SV
'''AL''' LE; SV
+
'''Fort +3, Ref +6, Will +1''';
'''Fort +[[5]], Ref +5, Will +3''';
 
  
[[Str 14]], Dex 17, [[Con 16]], Int 3, Wis 12, Cha 4
+
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
  
'''Skills:''' Climb +[[13]], Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +[[13]]
+
'''Skills:''' Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
  
'''Feats:''' Alertness, Weapon Finesse
+
'''Feats:''' 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.
+
'''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.
  
'''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.
+
'''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.
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
+
'''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.
  
====Fiendish Raven====
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
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]];
+
====Small Monstrous Crab====
'''Atk''' Claws +4 melee (1d2-[[3]]);
+
Small Vermin (Aquatic); CR 1/2; HD 1d8;
'''Full Atk''' Claws +4 melee (1d2-[[3]]);
+
'''hp 8'''
  
'''SA''' smite good;
+
'''Init''' +0
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 5;
+
'''Spd''' 20 ft.
'''AL''' LE; SV
+
'''Space/Reach''' 5 ft/5 ft.
'''Fort +[[4]], Ref +4, Will +2''';
+
'''AC''' 15 (+1 size, +4 natural), touch 11, flat-footed 15
  
[[Str 5]], Dex 15, [[Con 14]], Int 3, Wis 14, Cha 6
+
Base Atk +0; Grp +0;
 +
'''Atk''' Claw +1 melee (ld4)
 +
'''Full Atk''' 2 claws +1 melee (ld4)
  
'''Skills:''' Listen +3, Spot +5
+
'''SA''' Constrict 2d4, improved grab Special Qualities: Amphibious, low-light vision, Scent
 +
'''AL''' N; SV
 +
'''Fort +3, Ref+0, Will +0''';
  
'''Feats:''' Weapon Finesse
+
Str 10, Dex 11, Con 12, Int—, Wis 11, Cha 2
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
+
'''Skills:''' Hide +8, Spot +4
  
 +
'''Feats:''' Toughness
  
====Fiendish Monstrous Centipede, Medium====
+
'''Constrict (Ex):''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
Medium Magical Beast (); CR 1/2; HD 1d8+[[2]];
 
'''hp [[6]]''';
 
  
'''Init''' +2;
+
'''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.
'''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]];
+
'''Amphibious (Ex):''' Although monstrous crabs arc aquatic, they can survive indefinitely on land.
'''Atk''' Bite +2 melee (1d6+[[1]] plus poison);
 
'''Full Atk''' Bite +2 melee (1d6+[[1]] plus poison);
 
  
'''SA''' Poison, smite good;
+
'''Vermin Traits:''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
'''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:''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
  
'''Skills:''' Climb +[[14]], Hide +10, Spot +4
 
  
'''Feats:''' Weapon Finesse
+
====Sea Snake====
 +
Small Magical Beast (); CR 1/2; HD 1d8;
 +
'''hp 4''';
  
'''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC [[12]], 1d3 Dex initial and secondary The save DCs are Constitution-based.
+
'''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;
  
'''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.
+
Base Atk +0; Grp -6;
 +
'''Atk''' Bite +4 melee (1d2-2 plus poison);
 +
'''Full Atk''' Bite +4 melee (1d2-2 plus poison);
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
+
'''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 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
  
====Fiendish Hawk====
+
'''Skills:''' Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6*
Tiny Magical Beast (); CR 1/3; HD 1d8+[[2]];
 
'''hp [[6]]''';
 
  
'''Init''' +3;
+
'''Feats:''' Weapon Finesse
'''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]];
+
'''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 12. The save DCs are Constitution-based.
'''Atk''' Talons +5 melee (1d4+[[0]]);
 
'''Full Atk''' Talons +5 melee (1d4+[[0]]);
 
  
'''SA''' smite good;
+
'''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 66 rounds, or over 6 minutes.
'''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:''' 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.
  
'''Skills:''' Listen +2, Spot +14
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
  
'''Feats:''' Weapon Finesse
+
=== Summon Monster II ===
  
'''Skills():''' Hawks have a +8 racial bonus on Spot checks
+
====Celestial Giant Bee====
 +
Medium Magical Beast (); CR 1; HD 3d8; HD 1d8;
 +
'''hp 13''';
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
+
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 +2;
 +
Atk Sting +2 melee (1d4 plus poison);
 +
Full Atk Sting +2 melee (1d4 plus poison);
  
====Fiendish Monstrous Spider, Small====
+
SA Poison, smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
Small Magical Beast (); CR 1/2; HD 1d8+[[2]];
+
AL LG; SV
'''hp [[6]]''';
+
Fort +3, Ref +3, Will +2;
  
'''Init''' +3;
+
Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
'''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]];
+
Skills: Spot +5, Survival +1*
'''Atk''' Bite +4 melee (1d4+[[0]] plus poison);
 
'''Full Atk''' Bite +4 melee (1d4+[[0]] plus poison);
 
  
'''SA''' Poison, web, smite good;
+
Skills(): Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
'''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6;
+
Poison(Ex): Injury, Fortitude DC 11, 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.  
'''AL''' CE; SV
 
'''Fort +[[4]], Ref +3, Will +0''';
 
  
[[Str 11]], Dex 17, [[Con 14]], Int 3, Wis 10, Cha 2
+
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
  
'''Skills:''' Climb +[[13]], Hide +11*, Jump +[[10]]*, Move Silent +3*, Spot +12*
 
  
'''Feats:''' Weapon Finesse
+
====Celestial Giant Bombardier Beetle====
 +
Medium Magical Beast (); CR 2; HD 2d8+4; hp 13;
 +
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16;
 +
Base Atk +1; Grp +2; Atk Bite +2 melee (1d4+1); Full Atk Bite +2 melee (1d4+1);
 +
SA Acid spray, smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +5, Ref +0, Will +0;
 +
Str 13, Dex 10, Con 14, Int -, 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 13 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
  
'''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.  
+
====Celestial Dog, Riding====
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.
+
Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;
 +
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 +3; Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee (1d6+3);
 +
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 +5, Ref +5, Will +1;
 +
Str 15, Dex 15, Con 15, Int 2, 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
  
'''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
+
====Celestial Eagle====
 +
Small Magical Beast (); CR 1/2; HD 1d8+1; hp 5;
 +
Init +2; Spd 10 ft., fly 80 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;
 +
Base Atk +0; Grp -4; Atk Talons +3 melee (1d4);
 +
Full Atk 2 talons +3 melee (1d4) and bite -2 melee (1d4);
 +
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 +3, Ref +4, Will +2;
 +
Str 10, Dex 15, Con 12, Int 2, 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
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe 
 
  
 +
====Clockwork Mender====
 +
LN Tiny construct (extraplanar, lawful);CR 1/2;
 +
Init +4; Senses darkvision 60 ft., low-light vision; Listen +1,
 +
Spot 4-1 Languages Abyssal. Celestial, Infernal (can't speak)
 +
AC 18, touch 16, flat-footed 14 (+2 size, +4 Dex, +2 natural) hp 5 (1 HD)
 +
Immune construct immunities Fort -0, Ref+4. Will +1
 +
Speed 10 ft. (2 squares), fly 30 ft. (perfect); Spring Attack
 +
Melee sting +6 (ld2-4 plus poison)
 +
Space 2-1/2 ft.; Reach 2-1/2 ft.
 +
BaseAtk-rO;Grp-12
 +
Atk Options aligned strike (lawful), poison (DC 12, ld4
 +
Dex/ld4 Dex) Special Actions repairing touch
 +
Abilities Str 3, Dex 19, Con —, Int 4, Wis 12, Cha 10 SQ construct traits, repairing touch Feats Skill Focus (Craft), Spring Attack6, Weapon Finesse" Skills Craft (any one) +4, Hide +12, Listen +1, Spot +1 Advancement —
 +
Poison (Ex) 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.
 +
Clockwork menders live on the Clockwork Nirvana of Mechanus, where they serve a vital role in that plane's ecology. Wizards and sorcerers of the -Material Plane who craft constructs find them to be useful familiars and guardians for their creations.
  
====Fiendish Octopus====
 
Small Magical Beast (Aquatic); CR 1; HD 2d8+[[4]];
 
'''hp [[13]]''';
 
  
'''Init''' +3;
+
====Devil, Lemure====
'''Spd''' 20 ft., swim 30 ft.;
+
Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8; hp 9;
'''Space/Reach''' 5 ft./5 ft.;
+
Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+4 natural) touch 10, flat-footed 14;  
'''AC''' 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;
+
Base Atk +2; Grp +2; Atk Claw +2 melee (1d4); Full Atk 2 claws +2 melee (1d4);
 +
SA -; SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness;
 +
AL Always lawful evil; SV Fort +3, Ref +3, Will +3;
 +
Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
 +
Mindless(Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  
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;
+
====Fiendish Squid====
'''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7;
+
Medium Magical Beast (Aquatic); CR 1; HD 3d8; hp 13;
'''AL''' CE; SV
+
Init +3; Spd Swim 60 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
'''Fort +[[5]], Ref +6, Will +1''';
+
Base Atk +2; Grp +8*; Atk Arms +4 melee (0);
 +
Full Atk Arms +4 melee (0) and bite -1 melee (1d6+1);
 +
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 +3, Ref +6, Will +2;
 +
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
 +
Skills: Listen +7, Spot +7, Swim +10
 +
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
  
[[Str 16]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 3
 
  
'''Skills:''' Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
+
====Fiendish Wolf====
 +
Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;
 +
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 +2; Atk Bite +3 melee (1d6+1); Full Atk Bite +3 melee (1d6+1);
 +
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 +5, Ref +5, Will +1;
 +
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
 +
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
 +
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
  
'''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.
+
====Fiendish Monstrous Centipede, Large====
 +
Large Magical Beast (); CR 1; HD 3d8; hp 13;
 +
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 +7;
 +
Atk Bite +3 melee (1d8+1 plus poison); Full Atk Bite +3 melee (1d8+1 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 +3, Ref +3, Will +1;
 +
Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
 +
Skills: Climb +10, Hide +6, Spot +4
 +
Feats: Weapon Finesse
 +
Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC11, 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
  
'''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.
+
====Monstrous Crab, Medium====
 +
Medium Vermin (Aquatic)
 +
Hit Dice: 3d8+6 (19 hp)
 +
Initiative: +0
 +
Speed: 20 ft. H squares)
 +
Armor Class: 16 (+6 natural), touch 10, flat-looted 16
 +
Base Attack/Grapple: +2/+8
 +
Attack: Claw -M melee (ld6+2)
 +
Full Attack: 2 claws +4 melee (ldfi+2)
 +
Space/Reach: 5 ft./5 ft.
 +
Special Attacks: Constrict 2d6+2, improved grab
 +
Special Qualities: Amphibious, low-light vision, scent
 +
Saves: Fort +4, Ref+1, Will +1
 +
Abilities: Srr 15, Dex 11, Con 12, Int —, Wis 11, Cha 2
 +
Skills: Hide+4, Spot i4
 +
Feats: Toughness0
 +
Environment: Temperate aquatic
 +
Organization: Solitary, colony (2-5), or swarm (6-ll)
 +
Challenge Rating: 2
 +
Treasure: None
 +
Alignment: Always neutral
 +
Advancements 5 HD (Medium)
 +
Level Adjustment: —
 +
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.
  
'''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 Shark, Medium====
 +
Medium Magical Beast (Aquatic); CR 1; HD 3d8+3; hp 16;
 +
Init +2; Spd Swim 60 ft.; AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13;
 +
Base Atk +2; Grp +3; Atk Bite +4 melee (1d6+1); Full Atk Bite +4 melee (1d6+1);
 +
SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 +
AL NE; SV Fort +4, Ref +5, Will +2;
 +
Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
 +
Skills: Listen +6, Spot +6, Swim +9
 +
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 Crab, Small====
+
====Fiendish Monstrous Spider, Medium====
Small Vermin (Aquatic); CR 1/2; HD 1d8+[[4]];
+
Medium Magical Beast (); CR 1; HD 2d8+2; hp 11;
'''hp [[8]]'''
+
Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+3 Dex, +1 natural), touch 13, flat-footed 11;
 +
Base Atk +1; Grp +1; Atk Bite +4 melee (1d6 plus poison);
 +
Full Atk Bite +4 melee (1d6 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 +4, Ref +3, Will +0;
 +
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
 +
Skills: Climb +11, Hide +7*, Jump +0*, 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 12, 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 12; Break DC 16; 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
  
'''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]];
+
====Fiendish Sea Snake, Medium Viper====
'''Atk''' Claw +1 melee (ld4+[[2]])
+
Medium Magical Beast (); CR 1; HD 2d8; hp 9;
'''Full Atk''' 2 claws +[[3]] melee (ld4+[[2]])
+
Init +3; Spd 10 ft., climb 20 ft., swim 30 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
 +
Base Atk +1; Grp +0; 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 +3, Ref +6, Will +1;
 +
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
 +
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7*
 +
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 13. 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 66 rounds, or over 6 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
  
'''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
+
====Nerra, Varoot====
 +
Medium-Size Outsider (Extraplanar)
 +
Hit Dice: ld8+l (5 hp)
 +
Initiative: +6
 +
Speed: 30 ft.
 +
AC: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
 +
Base Attack/Grapple: +1/+1
 +
Attack: Shard longsword +3 melee, or shard dagger +5
 +
ranged Full Attack: Shard longsword +3 melee, or shard dagger
 +
+5 ranged Damage: Shard longsword ld8+2 plus wounding; shard
 +
dagger ld4+2 plus wounding Face/Reach: 5 ft./S ft. Special Attacks: Spell-like abilities Special Qualities: Cold resistance 5, electricity resistance
 +
5, fire resistance 5, mirror jump, outsider traits, reflective
 +
spell resistance 13, sonic vulnerability Saves: Fort +3, Ref+4, Will +4
 +
Abilities: Str 10, Dex 15, Con 12, 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 Climate/Terrain: Any land and underground (Plane of
 +
Mirrors) Organization: Company (2-4 3rd-level rogues plus 2
 +
7th-level rogues) Challenge Rating: 1 Treasure: Standard Alignment: Always neutral Advancement: By character class Level Adjustment: +3
 +
Varoots are the most common nerras to be found both on the Plane of Mirrors and the Material Plane. They are experts at spying, infiltration, and subterfuge.
 +
In their natural form, varoots have a basic humanoid shape that is covered with a mirrorlike sheen that reflects everything around them. Their facial features are smooth and rather indistinct. Varoots wear clothing only when they are mimicking a target.
 +
When wandering the Material Plane on one of their missions, varoots move about while under a change self effect, and they typically take the form of their target or someone close to them.
 +
Combat Varoots dislike getting into combat since they see it as a failure to be stealthy or deceptive enough. When they do have to fight, they prefer to create a minor image to confuse their opponent or use change self to mimic an opponent's ally.
 +
Varoots wield razor-sharp shard weapons. A typical tactic involves striking with a shard weapon, then retreating for a few rounds while the opponent bleeds.
 +
A varoot can be summoned using a summon monster II spell.
 +
Spell-Like Abilities: 3/day—change self; l/day—mirror image. Caster level 12th; save DC 13 + spell level.
 +
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
 +
Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly.
 +
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.
  
'''Skills:''' Hide +8, Spot +4
 
  
'''Feats:''' Toughness
+
====Kaorti====
 +
Medium-Size Outsider (Evil, Extraplanar)
 +
Hit Dice: 2d8 (9 hp)
 +
Initiative: +2
 +
Speed: 30 ft.
 +
AC: 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12,
 +
flat-footed 16 Base Attack/Grapple: +2/+0 Attack: Bite +1 melee, or ribbon dagger +4 melee, or darts
 +
+4 ranged Full Attack: Bite +1 melee, or ribbon dagger +4 melee, or
 +
darts +4 ranged Damage: Bile ld6-2, ribbon dagger ld4-2/x4, darts
 +
ld4-2 Face/Reach: 5 ft./S ft.
 +
Special Attacks: Spell-like abilities, vile transformation Special Qualities: Material vulnerability, outsider traits,
 +
poison immunity Saves: Fort +3, Ref +5, Will +3
 +
Abilities: Str 7, Dex 14, Con 11, 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 +5 (+7 on other planes), Use Magical Device +7
 +
(+9 scrolls) Feats: Exotic Weapon Proficiency (ribbon dagger) (B),
 +
Weapon Finesse Climate/Terrain: Any nonnatural (Far Realm) Organization: Solitary, patrol (2-9), cyst pilgrimage
 +
(10-20 plus 1-3 kaorti thralls), or cyst (21-60 plus 10-20
 +
thralls and 1 skybleeder per 15 kaortis) Challenge Rating: 1 Treasure: Standard, items only Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +2
 +
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.
  
'''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.
+
====Howler Wasp====
 +
Usually CE Small aberration; CR 1
 +
Init +1; Senses darkvision 60 ft.; Listen +3, Spot +4
 +
Languages —
 +
AC 14, touch 12, flat-footed 13
 +
(+1 size, +1 Dex, +2 natural) hp 13 (2HD) Fort ^2, Ref+l.Will+4 Speed 10 ft. (2 squares), fly 60 ft. (good) Melee bite+3 (ld4+l) and
 +
2 claws +1 each (ld3) or Melee sting +3 (ld3+l plus poison) Space 5 ft.; Reach 5 ft. BaseAtk +1; Grp-2 Atk Options poison (DC 13, ld6 Dex/ld6 Dex)
  
'''Amphibious (Ex):''' Although monstrous crabs arc aquatic, they can survive indefinitely on land.
+
Abilities Sir 12, Dex 13, Con 15, Int 3, Wis 13,Cha6
 +
SQ inciting pheromone
 +
Feats Multiattack
 +
Skills Listen +3, Spot +4
  
'''Vermin Traits:''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
+
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 (+3 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.
  
'''Skills:''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
+
=== Summon Monster III ===
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe.
+
Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/day)
  
====Fiendish Sea Snake====
+
Scare – (3rd) (Dretch) (2/12) (1/day)
Small Magical Beast (); CR 1/2; HD 1d8+[[2]];
+
Stinking Cloud- (2nd) (Dretch) (2/13) (1/day)
'''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]];  
+
====Bacchae ====
'''Atk''' Bite +4 melee (1d2+[[0]] plus poison);
+
Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+4; hp 13
'''Full Atk''' Bite +4 melee (1d2+[[0]] plus poison);
+
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 +4
 +
Atk Claw +4 melee (1d4+2), or rock +3 ranged (1d6+3); Full Atk 2 claws +4 melee (1d4+2), or rock +3 ranged (1d6+3)  
 +
SA Debauch, Rage, Rend 2d4+3; SQ Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; AL CN; SV Fort +7, Ref +4, Will +2
 +
Str 14, Dex 13, Con 15, int 10, Wis 9, Cha 14
 +
Skills: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform(any four) +6, Spot +5, Survival +5, 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 7 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 Armor Class. The following changes are in effect as long as the rage lasts: HD 2d8+6; hp 15; AC 14, touch 9, flat-footed 13; Base Atk +4; Grp +6; Full Atk 2 claws +6 melee (1d4+4), or rock +3 ranged (1d6+5); SV Fort +9, Will +4; Str 18, Con 19; Jump +12.
 +
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+3 points of damage (2d4+6 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).
  
'''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
+
====Bariaur====
 +
Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+3; hp 16
 +
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 +8
 +
Atk Scimitar +4 melee (1d6+2/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +4 melee (1d6+2);
 +
Full Atk Scimitar +3 melee (1d6+1/18-20) and 2 hooves -1 melee (1d6+2) or comp longbow +2 ranged (1d841/3) or 2 hooves +4 melee (1d6+2)
 +
SA Powerful charge 2d6+2; SQ Bariaur traits, SR 11+class level; AL CG; SV Fort +4, Ref +3, Will +3 (+5 against spells and spell-like abilities)
 +
Str 15, Dex 10, Con 13, Int 10, Wis 10, Cha 9
 +
Skills: Diplomacy +1, Handle Animal +5, Hide -1, Jump +5, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +6, 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+2 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).
  
'''Skills:''' Balance +11, Climb +[[13]], Hide +11, Listen +7, Spot +7, Swim +[[8]]*
 
  
'''Feats:''' Weapon Finesse
+
====Celestial Bear, Black====
 +
Medium Magical Beast (); CR 2; HD 3d8+6; hp 19
 +
Init +1; Spd 40 ft.; AC 13 (+1 Dex, +2 natural), touch 11, 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+2);
 +
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 +5, Ref +4, Will +2;
 +
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
 +
Skills: Climb +4, Listen +4, Spot +4, Swim +8
 +
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
  
'''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.
+
====Celestial Bison====
 +
Large Magical Beast (); CR 3; HD 5d8+15; hp 37
 +
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 +13
 +
Atk Gore +8 melee (1d8+9); Full Atk Gore +8 melee (1d8+9)
 +
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 +7, Ref +4, Will +1
 +
Str 22, Dex 10, Con 16, Int 2, 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 18 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.
  
'''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
+
====Celestial Dire Badger====
 +
Medium Magical Beast (); CR 2; HD 3d8+15; hp 28
 +
Init +3; Spd 30 ft., burrow 10 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
 +
Base Atk +2; Grp +4
 +
Atk Claw +4 melee (1d4+2); Full Atk 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
 +
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 +7, Ref +6, Will +4
 +
Str 14, Dex 17, Con 19, Int 2, 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
  
=== Summon Monster II ===
 
  
 +
====Celestial Hippogriff====
 +
Large Magical Beast (); CR 2; HD 3d10+9; hp 25
 +
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 +11
 +
Atk Claw +6 melee (1d4+4); Full Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
 +
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 +6, Ref +5, Will +2
 +
Str 18, Dex 15, Con 16, Int 2, 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
  
====Celestial Giant Bee====
 
Medium Magical Beast (); CR 1; HD 3d8+[[6]];
 
'''hp [[19]]''';
 
  
'''Init''' +2;
+
====Demon, Dretch====
'''Spd''' 20 ft., fly 80 ft. (good);
+
Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+4; hp 13
'''Space/Reach''' 5 ft./5 ft.;
+
Init +0; Spd 20 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +2; Grp -1
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
+
Atk Claw +4 melee (1d6+1); Full Atk 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
 +
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 +5, Ref +3, Will +3
 +
Str 12, Dex 10, Con 14, 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).
  
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;
+
====Demon, Nashrou====
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8;
+
Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+24; hp 42
'''AL''' LG; SV
+
Init +6; Spd 50 ft. Space/Reach 10 ft./ 10 ft; AC 15, touch 11, flat-footed 13 (-1 size, +2 Dex, +4 natural); Base Atk +4; Grp +10
'''Fort +[[5]], Ref +3, Will +2''';
+
Atk Gore +5 melee (1d8+2) or Claw +3 melee (1d6+1); Full Atk 2 Gores +5 melee (1d8+2) and  
 +
2 Claws +3 melee (1d6+1)
 +
SA – SQ DR 5/cold iron or good, scent; vulnerability to criticals; AL CE; SV Fort +10, Ref +6, Will +4
 +
Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8
 +
Feats Improved Initiative, Multiattack
 +
SkiIls Jump +17, Listen +7. Spot +7, Survival +7
 +
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).
  
[[Str 15]], Dex 14, [[Con 15]], Int 3, Wis 12, Cha 9
 
  
'''Skills:''' Spot +5, Survival +[[3]]*
+
====Eladrin, Coure====
 +
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD d8+2; hp 11
 +
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 -8
 +
Atk Tiny dagger +11 melee (1d2-2); Full Atk Tiny dagger +11 melee (1d2-2)
 +
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 +4 (+8 vs poison), Ref +10, Will +3
 +
Str 6, Dex 24, Con 12, 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 +0 (+2 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).
  
'''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.  
+
====Air Elemental, Small====
 +
Small Elemental (Air, Extraplanar); CR 1; HD 2d8; hp 9
 +
Init +7; Spd Fly 100 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;
 +
Base Atk +1; Grp -3
 +
Atk Slam +5 melee (1d4); Full Atk Slam +5 melee (1d4)
 +
SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +0, Ref +6, Will +0
 +
Str 10, Dex 17, Con 10, 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 11; Damage 1d4; Whirlwind Height 10-20 ft
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
 
  
 +
====Earth Elemental, Small====
 +
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2; hp 11
 +
Init -1; Spd 20 ft.; AC 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17;
 +
Base Atk +1; Grp +0
 +
Atk Slam +5 melee (1d6+4); Full Atk Slam +5 melee (1d6+4)
 +
SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; AL N; SV Fort +4, Ref -1, Will +0
 +
Str 17, Dex 8, Con 13, 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.
  
====Celestial Giant Bombardier Beetle====
 
Medium Magical Beast (); CR 2; HD 2d8+[[8]];
 
'''hp [[17]]''';
 
  
'''Init''' +0;
+
====Fire Elemental, Small====
'''Spd''' 30 ft.;
+
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8; hp 9
'''Space/Reach''' 5 ft./5 ft.;
+
Init +5; Spd 50 ft.; AC 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14; Base Atk +1; Grp -3
'''AC''' 16 (+6 natural), touch 10, flat-footed 16;  
+
Atk Slam +3 melee (1d4 plus 1d4 fire); Full Atk Slam +3 melee (1d4 plus 1d4 fire)
 +
SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0
 +
Str 10, Dex 13, Con 10, 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 11 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.
  
Base Atk +1; Grp +[[4]];
 
'''Atk''' Bite +[[4]] melee (1d4+[[3]]);
 
'''Full Atk''' Bite +[[4]] melee (1d4+[[3]]);
 
  
'''SA''' Acid spray, smite evil;
+
====Water Elemental, Small====
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7;
+
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+2; hp 11
'''AL''' NG; SV
+
Init +0; Spd 20 ft., swim 90 ft.; AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1
'''Fort +[[7]], Ref +0, Will +0''';
+
Atk Slam +4 melee (1d6+3); Full Atk Slam +4 melee (1d6+3)
 +
SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +4, Ref +0, Will +0
 +
Str 14, Dex 10, Con 13, 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 nonmagical 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 13; 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.
  
[[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.
+
====Fiendish Ape====
 +
Large Magical Beast (); CR 3; HD 4d8+11; hp 29
 +
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 +12
 +
Atk Claws +7 melee (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
 +
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 +6, Ref +6, Will +2;
 +
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
 +
Skills: Climb +14, 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.
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
 
  
 +
====Fiendish Boar====
 +
Medium Magical Beast (); CR 2; HD 3d8+12; hp 25;
 +
Init +0; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16;
 +
Base Atk +2; Grp +4; Atk Gore +4 melee (1d8+3); Full Atk Gore +4 melee (1d8+3);
 +
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 +6, Ref +3, Will +2;
 +
Str 15, Dex 10, Con 17, Int 2, 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
  
====Celestial Dog, Riding====
 
Medium Magical Beast (); CR 1; HD 2d8+[[8]];
 
'''hp [[17]]''';
 
  
'''Init''' +2;
+
====Fiendish Crocodile====
'''Spd''' 40 ft.;
+
Medium Magical Beast (); CR 2; HD 3d8+9; hp 22
'''Space/Reach''' 5 ft./5 ft.;
+
Init +1; Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +6
'''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;  
+
Atk Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); Full Atk Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6);
 +
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 +6, Ref +4, Will +2
 +
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
 +
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
 +
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.
  
Base Atk +1; Grp +[[5]];
 
'''Atk''' Bite +[[5]] melee (1d6+[[5]]);
 
'''Full Atk''' Bite +[[5]] melee (1d6+[[5]]);
 
  
'''SA''' smite evil;
+
====Fiendish Dire Bat====
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
+
Large Magical Beast (); CR 3; HD 4d8+12; hp 30
'''AL''' NG; SV
+
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 +10
'''Fort +[[7]], Ref +5, Will +1''';
+
Atk Bite +5 melee (1d8+4); Full Atk Bite +5 melee (1d8+4)
 +
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 +7, Ref +10, Will +6
 +
Str 17, Dex 22, Con 17, Int 2, 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.
  
[[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6
 
  
'''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
+
====Fiendish Dire Weasel====
 +
Medium Magical Beast (); CR 2; HD 3d8; hp 13
 +
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 +4
 +
Atk Bite +6 melee (1d6+3); Full Atk Bite +6 melee (1d6+3)
 +
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 +3, Ref +7, Will +4
 +
Str 14, Dex 19, Con 10, Int 2, 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.
  
'''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
+
====Fiendish Monstrous Centipede, Huge====
 +
Huge Magical Beast (); CR 3; HD 6d8+6; hp 33
 +
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 +15
 +
Atk Bite +5 melee (2d6+4 plus poison); Full Atk Bite +5 melee (2d6+4 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 +6, Ref +4, Will +2
 +
Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
 +
Skills: Climb +11, Hide +2, Spot +4
 +
Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC14, 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.
  
'''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.
+
====Fiendish Sea Snake, Large Viper====
 
+
Large Magical Beast (); CR 2; HD 3d8; hp 13;
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
+
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 +6;  
 
+
Atk Bite +4 melee (1d4 plus poison); Full Atk Bite +4 melee (1d4 plus poison);
====Celestial Eagle====
+
SA Poison, hold breath, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;  
Small Magical Beast (); CR 1/2; HD 1d8+[[3]];
+
AL CE; SV Fort +3, Ref +6, Will +2;
'''hp [[7]]''';
+
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
 
+
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
'''Init''' +2;
+
Feats: Improved Initiative, Weapon Finesse
'''Spd''' 10 ft., fly 80 ft. (average);
+
Poison(Ex): A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 13. The save DCs are Constitution-based.
'''Space/Reach''' 5 ft./5 ft.;
+
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 66 rounds, or over 6 minutes.
'''AC''' 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;
+
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe  
 
+
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.
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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 ===
 
 
 
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 ====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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]])
 
 
 
'''SA''' –
 
'''SQ''' 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====
 
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)====
 
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)====
 
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)====
 
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)====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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====
 
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)
+
====Fiendish Constrictor Snake====
 +
Medium Magical Beast (); CR 2; HD 3d8+6; hp 19
 +
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base Atk +2; Grp +5
 +
Atk Bite +5 melee (1d3+4); Full Atk Bite +5 melee (1d3+4);
 +
SA Constrict 1d3+4, improved grab, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; AL LE; SV Fort +4, Ref +6, Will +2
 +
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
 +
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
 +
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.
  
'''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.  
+
====Fiendish Wolverine====
 +
Medium Magical Beast (); CR 2; HD 3d8+15; hp 28
 +
Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +4
 +
Atk Claw +4 melee (1d4+2) Full Atk 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
 +
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 +7, Ref +5, Will +2
 +
Str 14, Dex 15, Con 19, Int 2, 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.
  
'''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.  
+
====Guardinal, Musteval====
 
+
Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+2; hp 11
'''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.
+
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 -8
 
+
Atk Bite +8 melee (1d3-2); Full Attack: Bite +8 melee (1d3-2)
'''Outsider Traits:''' Guardinals have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
+
SA Spell-like abilities; SQ immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues; AL NG; SV Fort +4 (+8 against poison), Ref +7, Will +5;
 +
Str 7, Dex 18, Con 12, Int 11, Wis 14, Cha 13
 +
Skills: Balance +7, Climb +7, Escape Artist +9, Hide +17, Jump +0, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +7, 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====
 
====Hell Hound====
Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+[[12]];
+
Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+4; hp 22
'''hp [[30]]'''
+
Init +5; Spd 40 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +5
 
+
Atk Bite +5 melee (1d8+1 plus 1d6 fire); Full Atk Bite +5 melee (1d8+1 plus 1d6 fire)
'''Init''' +5;
+
SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will +4
'''Spd''' 40 ft.;
+
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
'''Space/Reach''' 5 ft./5 ft.;
+
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
+
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.
Base Atk +4; Grp +[[7]]
+
Breath Weapon(Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.  
'''Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire);
+
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.
'''Full Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire)
+
Outsider Traits: Hell hounds have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life)
 
 
'''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====
 
====Windrazor====
Small outsider (extraplanar); CR 1; HD 2d8+[[4]];
+
Small outsider (extraplanar); CR 1; HD 2d8; hp 9
'''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 +4 melee (1d4+1/19-20) or Bite -1 melee (1d6/19-20); Full Atk 2 Claws +4 melee (1d4+1/19-20) and Bite -1 melee (1d6/19-20)
'''Init''' +2;
+
SA Fearsome critical, Rend 2d4+2 SQ Keen senses; AL CE; SV Fort +3, Ref +5, Will +4  
'''Spd''' 10ft. climb 10 ft. fly 40 ft. (good);
+
Str 13, Dex 15, Con 11, Int 8, Wis 12, Cha 6  
'''Space/Reach''' 5 ft./ 5 ft.;
+
Feats Flyby Attack, lmproved Critical (claw), lmproved Critical (bite)
'''AC''' 13, touch 13, flat-footed 11 (+1 size, +2 Dex);
+
Skills Balance +4, Climb +14, Hide +6, Knowledge (the planes) +4, Listen +6, Move Silently ÷7, Spot +6, Survival +6 (+8 on other planes), Tumble +7  
 
+
Keen Senses (Ex): A windrazor sees four times as well a human in shadowy illumination.  
Base Atk +2; Grp -1
+
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+2 points of damage.
'''Atk''' Claw +[[6]] melee (1d4+[[3]]/19-20) or Bite +[[1]] melee (1d6+[[2]]/19-20);
+
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.  
'''Full Atk''' 2 Claws +[[6]] melee (1d4+[[3]]/19-20) and Bite +[[1]] melee (1d6+[[2]]/19-20)
+
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).
'''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]] ===
+
=== Summon Monster 4 ===
  
 +
Archon, lantern LG
 +
Celestial giant owl LG
 +
Celestial giant eagle CG
 +
Celestial lion CG
 +
Mephit (any) N
 +
Mephit, Glass (San) N
 +
Mephit, Sulfur (San) N
 +
Fiendish dire wolf LE
 +
Fiendish giant wasp LE
 +
Spined Devil (FCII) LE
 +
Fiendish giant praying mantis NE
 +
Fiendish shark, Large1 NE
 +
Yeth hound NE
 +
Fiendish monstrous spider, Large CE
 +
Fiendish monstrous Diving spider (Sto) CE
 +
Fiendish snake, Huge viper CE
 +
Fiendish Sea snake, Huge (Sto) CE
 +
Howler CE
 +
Nightmare, Lesser (PH) NE
 +
Fiendish sea snake, Huge (Sto) CE
 +
Fiendish Dire Eel (Sto) CE
 +
Abishai, White (FCII) LE
 +
Arcadian Avenger (MMV) LG
 +
Guardinal, Cervinal (MMII) NG
 +
Aoa Droplet (FF) N
 +
Nerra, Kalareem (FF) N
 +
Rhek (BoED) NG
 +
Storm Elemental (MMIII) N
 +
Elemental Grue (CA) NE
 +
Imp, Bloodbag (FF) LE
 +
Imp, Euphoric (FF) LE
 +
Imp, Filth (FF) LE
 +
Yugoloth, Voor (MMIV) NE
 +
Yugoloth, Skeroloth (FF) NE
 +
Demon, Carnage (MMV) CE
 +
Demon, Gadacro (MMV) CE
 +
Demon, Skulvyn (MMV) CE
 +
Wrackspawn (MMIV) CE
  
 
Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
 
Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/summon)
Line 3,545: Line 2,597:
 
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.
 
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]] ===
+
=== Summon Monster 5 ===
  
=== Summon Monster 6 - [[under construction]] ===
+
=== Summon Monster 6 ===
  
=== Summon Monster 7 - [[under construction]] ===
+
=== Summon Monster 7 ===
  
=== Summon Monster 8 - [[under construction]] ===
+
=== Summon Monster 8 ===
  
=== Summon Monster 9 - [[under construction]] ===
+
=== Summon Monster 9 ===
  
  
 
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
 
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]

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