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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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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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''* 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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''* 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)
Line 1,195: Line 1,185:
  
 
=== 4th Level - [[under construction]] ===
 
=== 4th Level - [[under construction]] ===
 
 
'''Black Tentacles'''
 
Conjuration (Creation)
 
Level: Sor/Wiz 4
 
Components: V, S, M
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Area: 20-ft.-radius spread
 
Duration: 1 round/level (D)
 
Saving Throw: None
 
Spell Resistance: No
 
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
 
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
 
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
 
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
 
Material Component: A piece of tentacle from a giant octopus or a giant squid.
 
 
 
Bloodstar
 
 
 
Dimension Door
 
Conjuration (Teleportation)
 
Level: Brd 4, Sor/Wiz 4, Travel 4
 
Components: V
 
Casting Time: 1 standard action
 
Range: Long (400 ft. + 40 ft./level)
 
Target: You and touched objects or other touched willing creatures
 
Duration: Instantaneous
 
Saving Throw: None and Will negates (object)
 
Spell Resistance: No and Yes (object)
 
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
 
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
 
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.
 
 
 
Dimensional Anchor
 
Abjuration
 
Level: Clr 4, Sor/Wiz 4
 
Components: V, S
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Effect: Ray
 
Duration: 1 min./level
 
Saving Throw: None
 
Spell Resistance: Yes (object)
 
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
 
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
 
 
 
Resist Energy, Mass
 
 
 
'''Summon Monster IV'''
 
 
''Conjuration (Summoning) [see text for summon monster I]''
 
 
'''Level:''' Brd 4, Clr 4, Sor/Wiz 4
 
'''Effect:''' One or more summoned creatures, no two of which can be more than 30 ft. apart
 
 
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
 
'''4th Level'''
 
 
* Abishai, White (LE, FCII)
 
* Aoa Droplet (N, FF)
 
* Arcadian Avenger (LG, MMV)
 
* Archon, lantern (LG)
 
* Celestial giant eagle (CG)
 
* Celestial giant owl (LG)
 
* Celestial lion (CG)
 
* Demon, Gadacro (CE, MMV)
 
* Demon, Carnage (CE, MMV)
 
* Demon, Skulvyn (CE, MMV)
 
* Elemental Grue (NE, CA)
 
* Fiendish Dire Eel (CE, Sto)
 
* Fiendish dire wolf (LE)
 
* Fiendish giant praying mantis (NE)
 
* Fiendish giant wasp (LE)
 
* Fiendish monstrous spider, Large (CE) [instead of Fiendish monstrous Diving spider (CE, Sto169)]
 
* Fiendish Sea snake, Huge (CE, Sto170) [instead of Fiendish snake, Huge viper (CE)]
 
* Fiendish shark, Large (NE) *
 
* Guardinal, Cervinal (NG, MMII)
 
* Howler (CE)
 
* Imp, Bloodbag (LE, FF)
 
* Imp, Euphoric (LE, FF)
 
* Imp, Filth (LE, FF)
 
* Mephit (Air) (N)
 
* Mephit (Dust) (N)
 
* Mephit (Earth) (N)
 
* Mephit (Fire) (N)
 
* Mephit (Glass) (N, San)
 
* Mephit (Ice) (N)
 
* Mephit (Magma) (N)
 
* Mephit (Ooze) (N)
 
* Mephit (Salt) (N)
 
* Mephit (Steam) (N)
 
* Mephit (Sulfur) (N, San)
 
* Mephit (Water) (N)
 
* Nerra, Kalareem (N, FF)
 
* Nightmare, Lesser (NE, PH)
 
* Rhek (NG, BoED)
 
* Spined Devil (LE, FCII)
 
* Storm Elemental (N, MMIII)
 
* Yeth hound (NE)
 
* Yugoloth, Voor (NE, MMIV)
 
* Yugoloth, Skeroloth (NE, FF)
 
* Wrackspawn (Ce, MMIV)
 
 
''* May be summoned only into an aquatic or watery environment.''
 
 
 
Voice of the Dragon
 
  
 
=== 5th Level - [[under construction]] ===
 
=== 5th Level - [[under construction]] ===
 
 
Planar Binding, Lesser
 
Conjuration (Calling) [see text]
 
Level: Sor/Wiz 5
 
Components: V, S
 
Casting Time: 10 minutes
 
Range: Close (25 ft. + 5 ft./2 levels); see text
 
Target: One elemental or outsider with 6 HD or less
 
Duration: Instantaneous
 
Saving Throw: Will negates
 
Spell Resistance: No and Yes; see text
 
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
 
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.
 
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.
 
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
 
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
 
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
 
 
 
Summon Monster V
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Brd 5, Clr 5, Sor/Wiz 5
 
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
5th Level
 
Archon, hound LG
 
Celestial brown bear LG
 
Celestial giant stag beetle NG
 
Celestial sea cat1 NG
 
Celestial griffon CG
 
Elemental, Medium (any) N
 
Achaierai LE
 
Devil, bearded LE
 
Fiendish deinonychus LE
 
Fiendish dire ape LE
 
Fiendish dire boar NE
 
Fiendish shark, Huge NE
 
Fiendish monstrous scorpion, Large NE
 
Shadow mastiff NE
 
Fiendish dire wolverine CE
 
Fiendish giant crocodile CE
 
Fiendish tiger CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
 
Teleport
 
Conjuration (Teleportation)
 
Level: Sor/Wiz 5, Travel 5
 
Components: V
 
Casting Time: 1 standard action
 
Range: Personal and touch
 
Target: You and touched objects or other touched willing creatures
 
Duration: Instantaneous
 
Saving Throw: None and Will negates (object)
 
Spell Resistance: No and Yes (object)
 
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
 
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
 
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
 
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
 
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
 
On Target: You appear where you want to be.
 
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
 
Similar Area: You wind up in an area that’s visually or thematically similar to the target area.
 
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
 
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
 
Familiarity On Target Off Target Similar Area Mishap
 
Very familiar 01–97 98–99 100 —
 
Studied carefully 01–94 95–97 98–99 100
 
Seen casually 01–88 89–94 95–98 99–100
 
Viewed once 01–76 77–88 89–96 97–100
 
False destination (1d20+80) — — 81–92 93–100
 
 
  
 
=== 6th Level - [[under construction]] ===
 
=== 6th Level - [[under construction]] ===
 
 
Acid Fog
 
Conjuration (Creation) [Acid]
 
Level: Sor/Wiz 6, Water 7
 
Components: V, S, M/DF
 
Casting Time: 1 standard action
 
Range: Medium (100 ft. + 10 ft./level)
 
Effect: Fog spreads in 20-ft. radius, 20 ft. high
 
Duration: 1 round/level
 
Saving Throw: None
 
Spell Resistance: No
 
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
 
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.
 
 
 
Planar Binding
 
Conjuration (Calling) [see text for lesser planar binding]
 
Level: Sor/Wiz 6
 
Components: V, S
 
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
 
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.
 
 
 
Summon Monster VI
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Brd 6, Clr 6, Sor/Wiz 6
 
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
 
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
6th Level
 
Celestial polar bear LG
 
Celestial orca whale1 NG
 
Bralani (eladrin) CG
 
Celestial dire lion CG
 
Elemental, Large (any) N
 
Janni (genie) N
 
Chaos beast CN
 
Devil, chain LE
 
Xill LE
 
Fiendish monstrous centipede, Gargantuan NE
 
Fiendish rhinoceros NE
 
Fiendish elasmosaurus1 CE
 
Fiendish monstrous spider, Huge CE
 
Fiendish snake, giant constrictor CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
  
 
=== 7th Level - [[under construction]] ===
 
=== 7th Level - [[under construction]] ===
 
 
Brilliant Aura
 
 
 
Summon Monster VII
 
Conjuration (Summoning) [see text for summon monster I]
 
Level: Clr 7, Sor/Wiz 7
 
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.
 
7th Level
 
Celestial elephant LG
 
Avoral (guardinal) NG
 
Celestial baleen whale1 NG
 
Djinni (genie) CG
 
Elemental, Huge (any) N
 
Invisible stalker N
 
Devil, bone LE
 
Fiendish megaraptor LE
 
Fiendish monstrous scorpion, Huge NE
 
Babau (demon) CE
 
Fiendish giant octopus1 CE
 
Fiendish girallon CE
 
1 May be summoned only into an aquatic or watery environment.
 
 
  
 
=== 8th Level - [[under construction]] ===
 
=== 8th Level - [[under construction]] ===
  
 +
=== 9th Level - [[under construction]] ===
  
=== 9th Level - [[under construction]] ===
 
  
  
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'''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.  
 
'''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
+
'''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  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
 
  
  
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'''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.
 
'''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====
 
====Kaorti====
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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.
 
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 ===
+
=== Summon Monster III - [[under construction]] ===
 +
 
  
Spell Name – (spell level)(Creature)(CL/DC)(#/day)
+
Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/day)
  
* Charm person (1st) -  - Bacchae (7/12) (3/day)
+
Scare – (3rd) (Dretch) (2/12) (1/day)
* Dancing lights (0th) - Eladrin, Coure (4/-) (At will)
+
Stinking Cloud- (2nd) (Dretch) (2/13) (1/day)
* 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 ====
 
====Bacchae ====
Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+[[8]];
+
Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+4;
'''hp [[17]]'''
+
'''hp 13'''
  
 
'''Init''' +1;
 
'''Init''' +1;
Line 2,457: Line 2,173:
 
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
 
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
  
Base Atk +2; Grp +[[6]]
+
Base Atk +2; Grp +4
'''Atk''' Claw +[[6]] melee (1d4+[[4]]), or rock +3 ranged (1d6+[[5]]);
+
'''Atk''' Claw +4 melee (1d4+2), or rock +3 ranged (1d6+3);
'''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]), or rock +3 ranged (1d6+[[5]])  
+
'''Full Atk''' 2 claws +4 melee (1d4+2), or rock +3 ranged (1d6+3)  
  
'''SA''' Debauch, Rage, Rend 2d4+[[5]];
+
'''SA''' Debauch, Rage, Rend 2d4+3;
 
'''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11;
 
'''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11;
 
'''AL''' CN; SV
 
'''AL''' CN; SV
'''Fort +[[9]], Ref +4, Will +2''';
+
'''Fort +7, Ref +4, Will +2''';
  
[[Str 18]], Dex 13, [[Con 19]], int 10, Wis 9, Cha 14  
+
Str 14, Dex 13, Con 15, 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  
+
'''Skills:''' Balance +3, Intimidate +8, Jump +10, Listen +5, Perform(any four) +6, Spot +5, Survival +5, Tumble +7  
  
 
'''Feats:''' Great Fortitude  
 
'''Feats:''' Great Fortitude  
Line 2,478: Line 2,194:
 
'''Immunity to Polymorph():''' Bacchae are immune to polymorphing.  
 
'''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]].
+
'''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 AC. 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.  
 
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).  
+
'''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.
 
'''Spell-Like Abilities:''' 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level.
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====Bariaur====
 
====Bariaur====
Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+[[9]];
+
Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+3;
'''hp [[22]]'''
+
'''hp 16'''
  
 
'''Init''' +0;
 
'''Init''' +0;
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'''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14;
 
'''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14;
  
Base Atk +3; Grp +[[10]]
+
Base Atk +3; Grp +8
'''Atk''' Scimitar +[[6]] melee (1d6+[[4]]/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +[[6]] melee (1d6+[[4]]);
+
'''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 +[[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]])
+
'''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;
 
'''SA''' Powerful charge 2d6+2;
 
'''SQ''' Bariaur traits, SR 11+class level;
 
'''SQ''' Bariaur traits, SR 11+class level;
 
'''AL''' CG; SV
 
'''AL''' CG; SV
'''Fort +[[6]], Ref +3, Will +3 (+5 against spells and spell-like abilities)'''
+
'''Fort +4, Ref +3, Will +3 (+5 against spells and spell-like abilities)'''
  
[[Str 19]], Dex 10, [[Con 17]], Int 10, Wis 10, Cha 9  
+
Str 15, Dex 10, Con 13, 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  
+
'''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  
 
'''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.  
+
'''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:  
 
'''Bariaur Traits (Ex):''' Banaurs benefit from the following racial traits:  
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====Celestial Bear, Black====
 
====Celestial Bear, Black====
Medium Magical Beast (); CR 2; HD 3d8+[[12]];
+
Medium Magical Beast (); CR 2; HD 3d8+6;
'''hp [[25]]'''
+
'''hp 19'''
 
'''Init''' +1;
 
'''Init''' +1;
 
'''Spd''' 40 ft.;
 
'''Spd''' 40 ft.;
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'''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12;
 
'''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12;
  
Base Atk +2; Grp +[[8]];  
+
Base Atk +2; Grp +6;  
'''Atk''' Claw +[[8]] melee (1d4+[[6]]);
+
'''Atk''' Claw +6 melee (1d4+4);
'''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d6+[[4]]);
+
'''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2);
  
 
'''SA''' smite evil;
 
'''SA''' smite evil;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
 
'''AL''' LG; SV
 
'''AL''' LG; SV
'''Fort +[[7]], Ref +4, Will +2''';
+
'''Fort +5, Ref +4, Will +2''';
  
[[Str 23]], Dex 13, [[Con 19]], Int 3, Wis 12, Cha 6
+
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  
'''Skills:''' Climb +[[6]], Listen +4, Spot +4, Swim +[[10]]
+
'''Skills:''' Climb +4, Listen +4, Spot +4, Swim +8
  
 
'''Feats:''' Endurance, Run
 
'''Feats:''' Endurance, Run
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====Celestial Bison====
 
====Celestial Bison====
Large Magical Beast (); CR 3; HD 5d8+[[25]];
+
Large Magical Beast (); CR 3; HD 5d8+15;
'''hp [[47]]'''
+
'''hp 37'''
  
 
'''Init''' +0;
 
'''Init''' +0;
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'''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13;
 
'''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13;
  
Base Atk +3; Grp +[[15]]
+
Base Atk +3; Grp +13
'''Atk''' Gore +[[10]] melee (1d8+[[11]] magic);
+
'''Atk''' Gore +8 melee (1d8+9 magic);
'''Full Atk''' Gore +[[10]] melee (1d8+[[11]] magic)
+
'''Full Atk''' Gore +8 melee (1d8+9 magic)
  
 
'''SA''' Stampede, smite evil;
 
'''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;
 
'''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
 
'''AL''' NG; SV
'''Fort +[[9]], Ref +4, Will +1''';
+
'''Fort +7, Ref +4, Will +1''';
  
[[Str 26]], Dex 10, [[Con 20]], Int 3, Wis 11, Cha 4
+
Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
  
 
'''Skills:''' Listen +7, Spot +5
 
'''Skills:''' Listen +7, Spot +5
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'''Feats:''' Alertness, Endurance
 
'''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.
+
'''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.
 
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe.
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====Celestial Dire Badger====
 
====Celestial Dire Badger====
Medium Magical Beast (); CR 2; HD 3d8+[[21]];
+
Medium Magical Beast (); CR 2; HD 3d8+15;
'''hp [[34]]'''
+
'''hp 28'''
  
 
'''Init''' +3;
 
'''Init''' +3;
Line 2,592: Line 2,308:
 
'''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;  
 
'''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;  
  
Base Atk +2; Grp +[[6]]
+
Base Atk +2; Grp +4
'''Atk''' Claw +[[6]] melee (1d4+[[4]]);
+
'''Atk''' Claw +4 melee (1d4+2);
'''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]) and bite +[[1]] melee (1d6+[[3]])
+
'''Full Atk''' 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
  
 
'''SA''' Rage, smite evil;
 
'''SA''' Rage, smite evil;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
 
'''AL''' CG; SV
 
'''AL''' CG; SV
'''Fort +[[9]], Ref +6, Will +4''';
+
'''Fort +7, Ref +6, Will +4''';
  
[[Str 18]], Dex 17, Con [[23]], Int 3, Wis 12, Cha 10
+
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
  
 
'''Skills:''' Listen +6, Spot +6
 
'''Skills:''' Listen +6, Spot +6
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====Celestial Hippogriff====
 
====Celestial Hippogriff====
Large Magical Beast (); CR 2; HD 3d10+[[15]];
+
Large Magical Beast (); CR 2; HD 3d10+9;
'''hp [[31]]'''
+
'''hp 25'''
  
 
'''Init''' +2;
 
'''Init''' +2;
Line 2,621: Line 2,337:
 
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
 
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
  
Base Atk +3; Grp +[[13]]
+
Base Atk +3; Grp +11
'''Atk''' Claw +[[8]] melee (1d4+[[6]]);
+
'''Atk''' Claw +6 melee (1d4+4);
'''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d8+[[4]])
+
'''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
  
 
'''SA''' smite evil;
 
'''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;
 
'''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
 
'''AL''' CG; SV
'''Fort +[[8]], Ref +5, Will +2''';
+
'''Fort +6, Ref +5, Will +2''';
  
[[Str 22]], Dex 15, [[Con 20]], Int 3, Wis 13, Cha 8
+
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
  
 
'''Skills:''' Listen +4, Spot +8
 
'''Skills:''' Listen +4, Spot +8
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====Demon, Dretch====
 
====Demon, Dretch====
Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+[[8]];
+
Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+4;
'''hp [[17]]'''
+
'''hp 13'''
  
 
'''Init''' +0;
 
'''Init''' +0;
Line 2,652: Line 2,368:
 
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
 
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
  
Base Atk +2; Grp +[[1]]
+
Base Atk +2; Grp -1
'''Atk''' Claw +[[6]] melee (1d6+[[3]]);
+
'''Atk''' Claw +4 melee (1d6+1);
'''Full Atk''' 2 claws +[[6]] melee (1d6+[[3]]) and bite +[[4]] melee (1d4+[[2]])
+
'''Full Atk''' 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
  
 
'''SA''' Spell-like abilities, summon demon;
 
'''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.;
 
'''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
 
'''AL''' CE; SV
'''Fort +[[7]], Ref +3, Will +3''';
+
'''Fort +5, Ref +3, Will +3''';
  
[[Str 16]], Dex 10, [[Con 18]], Int 5, Wis 11, Cha 11
+
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)
 
'''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Line 2,677: Line 2,393:
  
 
====Demon, Nashrou====
 
====Demon, Nashrou====
Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+[[32]];
+
Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+24;
'''hp [[50]]'''
+
'''hp 42'''
  
 
'''Init''' +6;
 
'''Init''' +6;
Line 2,685: Line 2,401:
 
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
 
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
  
Base Atk +4; Grp +[[12]]
+
Base Atk +4; Grp +10
'''Atk''' Gore +[[7]] melee (1d8+[[4]]) or Claw +[[5]] melee (1d6+[[3]]);
+
'''Atk''' Gore +5 melee (1d8+2) or Claw +3 melee (1d6+1);
'''Full Atk''' 2 Gores +[[7]] melee (1d8+[[4]]) and 2 Claws +[[5]] melee (1d6+[[3]])  
+
'''Full Atk''' 2 Gores +5 melee (1d8+2) and 2 Claws +3 melee (1d6+1)  
  
 
'''SA''' –  
 
'''SA''' –  
 
'''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals;
 
'''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals;
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[12]], Ref +6, Will +4''';
+
'''Fort +10, Ref +6, Will +4''';
 
   
 
   
[[Str 19]], Dex 14, [[Con 26]], Int 2, Wis 11, Cha 8  
+
Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8  
  
 
'''Feats:''' Improved Initiative, Multiattack  
 
'''Feats:''' Improved Initiative, Multiattack  
  
'''SkiIls: ''' Jump +[[19]], Listen +7. Spot +7, Survival +[[9]]
+
'''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.
 
'''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.
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====Eladrin, Coure====
 
====Eladrin, Coure====
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD 2d8+[[6]];
+
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD d8+2;
'''hp [[15]]'''
+
'''hp 11'''
  
 
'''Init''' +7;
 
'''Init''' +7;
Line 2,714: Line 2,430:
 
'''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15;
 
'''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15;
  
Base Atk +2; Grp –[[6]]
+
Base Atk +2; Grp -8
'''Atk''' Tiny dagger +11 melee (1d2+[[0]]);
+
'''Atk''' Tiny dagger +11 melee (1d2-2);
'''Full Atk''' Tiny dagger +11 melee (1d2+[[0]])
+
'''Full Atk''' Tiny dagger +11 melee (1d2-2)
  
 
'''SA''' Spell-like abilities;
 
'''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;
 
'''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  
 
'''AL''' CG; SV  
'''Fort +[[6]] (+[[10]] vs poison), Ref +10, Will +3''';
+
'''Fort +4 (+8 vs poison), Ref +10, Will +3''';
  
[[Str 10]], Dex 24, [[Con 16]], Int 12, Wis 10, Cha 14  
+
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 +[[2]] (+[[4]] on other planes), Use Rope +7 (+9 bindings)  
+
'''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  
 
'''Feats:''' Weapon Finesse  
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====Elemental, Small (Air)====
+
====Air Elemental, Small====
Small Elemental (Air, Extraplanar); CR 1; HD 2d8+[[4]];
+
Small Elemental (Air, Extraplanar); CR 1; HD 2d8;
'''hp [[13]]'''
+
'''hp 9'''
  
 
'''Init''' +7;
 
'''Init''' +7;
Line 2,755: Line 2,471:
 
'''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;  
 
'''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;  
  
Base Atk +1; Grp –[[1]]
+
Base Atk +1; Grp -3
'''Atk''' Slam +[[7]] melee (1d4+[[2]]);
+
'''Atk''' Slam +5 melee (1d4);
'''Full Atk''' Slam +[[7]] melee (1d4+[[2]])
+
'''Full Atk''' Slam +5 melee (1d4)
  
 
'''SA''' Air mastery, whirlwind;
 
'''SA''' Air mastery, whirlwind;
 
'''SQ''' Darkvision 60 ft., elemental traits;
 
'''SQ''' Darkvision 60 ft., elemental traits;
 
'''AL''' N; SV
 
'''AL''' N; SV
'''Fort +[[2]], Ref +6, Will +0''';
+
'''Fort +0, Ref +6, Will +0''';
  
[[Str 14]], Dex 17, [[Con 14]], Int 4, Wis 11, Cha 11
+
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
  
 
'''Skills:''' Listen +2, Spot +3
 
'''Skills:''' Listen +2, Spot +3
Line 2,772: Line 2,488:
 
'''Air Mastery(Ex):''' Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
 
'''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
+
'''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
  
  
====Elemental, Small (Earth)====
+
====Earth Elemental, Small====
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+[[6]];
+
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2;
'''hp [[15]]'''
+
'''hp 11'''
  
 
'''Init''' -1;
 
'''Init''' -1;
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'''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17;  
 
'''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17;  
  
Base Atk +1; Grp +[[2]]
+
Base Atk +1; Grp +0
'''Atk''' Slam +[[7]] melee (1d6+[[6]]);
+
'''Atk''' Slam +5 melee (1d6+4);
'''Full Atk''' Slam +[[7]] melee (1d6+[[6]])
+
'''Full Atk''' Slam +5 melee (1d6+4)
  
 
'''SA''' Earth mastery, push;
 
'''SA''' Earth mastery, push;
 
'''SQ''' Darkvision 60 ft., earth glide, elemental traits;
 
'''SQ''' Darkvision 60 ft., earth glide, elemental traits;
 
'''AL''' N; SV
 
'''AL''' N; SV
'''Fort +[[6]], Ref -1, Will +0''';
+
'''Fort +4, Ref -1, Will +0''';
  
[[Str 21]], Dex 8, [[Con 17]], Int 4, Wis 11, Cha 11
+
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  
 
'''Skills:''' Listen +3, Spot +2
 
'''Skills:''' Listen +3, Spot +2
Line 2,806: Line 2,522:
  
  
====Elemental, Small (Fire)====
+
====Fire Elemental, Small====
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+[[4]];
+
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8;
'''hp [[13]]'''
+
'''hp 9'''
  
 
'''Init''' +5;
 
'''Init''' +5;
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'''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14;
 
'''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14;
  
Base Atk +1; Grp –[[1]]
+
Base Atk +1; Grp -3
'''Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire);
+
'''Atk''' Slam +3 melee (1d4 plus 1d4 fire);
'''Full Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire)
+
'''Full Atk''' Slam +3 melee (1d4 plus 1d4 fire)
  
 
'''SA''' Burn;
 
'''SA''' Burn;
 
'''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;
 
'''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;
 
'''AL''' N; SV
 
'''AL''' N; SV
'''Fort +[[2]], Ref +4, Will +0''';
+
'''Fort +0, Ref +4, Will +0''';
  
[[Str 14]], Dex 13, [[Con 14]], Int 4, Wis 11, Cha 11
+
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  
 
'''Skills:''' Listen +2, Spot +3
 
'''Skills:''' Listen +2, Spot +3
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'''Feats:''' Dodge, Improved Initiative, Weapon Finesse
 
'''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.
+
'''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.
  
  
====Elemental, Small (Water)====
+
====Water Elemental, Small====
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+[[6]];
+
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+2;
'''hp [[15]]'''
+
'''hp 11'''
  
 
'''Init''' +0;
 
'''Init''' +0;
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'''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17;
 
'''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17;
  
Base Atk +1; Grp +[[1]]
+
Base Atk +1; Grp -1
'''Atk''' Slam +[[6]] melee (1d6+[[5]]);
+
'''Atk''' Slam +4 melee (1d6+3);
'''Full Atk''' Slam +[[6]] melee (1d6+[[5]])
+
'''Full Atk''' Slam +4 melee (1d6+3)
  
 
'''SA''' Water mastery, drench, vortex;
 
'''SA''' Water mastery, drench, vortex;
 
'''SQ''' Darkvision 60 ft., elemental traits;
 
'''SQ''' Darkvision 60 ft., elemental traits;
 
'''AL''' N; SV
 
'''AL''' N; SV
'''Fort +[[6]], Ref +0, Will +0''';
+
'''Fort +4, Ref +0, Will +0''';
  
[[Str 18]], Dex 10, [[Con 17]], Int 4, Wis 11, Cha 11
+
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  
 
'''Skills:''' Listen +2, Spot +3
 
'''Skills:''' Listen +2, Spot +3
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'''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.  
 
'''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).
+
'''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 [[15]]; Damage 1d4; Height 10-20 ft.
+
'''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.
 
'''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.
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====Fiendish Ape====
 
====Fiendish Ape====
Large Magical Beast (); CR 3; HD 4d8+[[19]];
+
Large Magical Beast (); CR 3; HD 4d8+11;
'''hp [[37]]'''
+
'''hp 29'''
  
 
'''Init''' +2;
 
'''Init''' +2;
Line 2,875: Line 2,591:
 
'''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;
 
'''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;
  
Base Atk +3; Grp +[[14]]
+
Base Atk +3; Grp +12
'''Atk''' Claws +[[9]] melee (1d6+[[7]] magic);
+
'''Atk''' Claws +7 melee (1d6+5 magic);
'''Full Atk''' 2 claws +[[9]] melee (1d6+[[7]] magic) and bite +[[4]] melee (1d6+[[4]] magic)
+
'''Full Atk''' 2 claws +7 melee (1d6+5 magic) and bite +2 melee (1d6+2 magic)
  
 
'''SA''' smite good;
 
'''SA''' smite good;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9;
 
'''AL''' LE; SV
 
'''AL''' LE; SV
'''Fort +[[8]], Ref +6, Will +2''';
+
'''Fort +6, Ref +6, Will +2''';
  
[[Str 25]], Dex 15, Con [[18]], Int 3, Wis 12, Cha 7
+
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  
'''Skills:''' Climb +[[16]], Listen +6, Spot +6
+
'''Skills:''' Climb +14, Listen +6, Spot +6
  
 
'''Feats:''' Alertness, Toughness
 
'''Feats:''' Alertness, Toughness
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====Fiendish Boar====
 
====Fiendish Boar====
Medium Magical Beast (); CR 2; HD 3d8+[[18]];
+
Medium Magical Beast (); CR 2; HD 3d8+12;
'''hp [[31]]'''
+
'''hp 25'''
  
 
'''Init''' +0;
 
'''Init''' +0;
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'''AC''' 16 (+6 natural), touch 10, flat-footed 16;  
 
'''AC''' 16 (+6 natural), touch 10, flat-footed 16;  
  
Base Atk +2; Grp +[[6]];
+
Base Atk +2; Grp +4;
'''Atk''' Gore +[[6]] melee (1d8+[[5]]);
+
'''Atk''' Gore +4 melee (1d8+3);
'''Full Atk''' Gore +[[6]] melee (1d8+[[5]]);
+
'''Full Atk''' Gore +4 melee (1d8+3);
  
 
'''SA''' Ferocity, smite good;
 
'''SA''' Ferocity, smite good;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''AL''' NE; SV
 
'''AL''' NE; SV
'''Fort +[[8]], Ref +3, Will +2''';
+
'''Fort +6, Ref +3, Will +2''';
  
[[Str 19]], Dex 10, [[Con 21]], Int 3, Wis 13, Cha 4
+
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
  
 
'''Skills:''' Listen +7, Spot +5
 
'''Skills:''' Listen +7, Spot +5
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====Fiendish Crocodile====
 
====Fiendish Crocodile====
Medium Magical Beast (); CR 2; HD 3d8+[[15]];
+
Medium Magical Beast (); CR 2; HD 3d8+9;
'''hp [[28]]'''
+
'''hp 22'''
  
 
'''Init''' +1;
 
'''Init''' +1;
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'''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;
 
'''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;
  
Base Atk +2; Grp +[[8]]
+
Base Atk +2; Grp +6
'''Atk''' Bite +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]);
+
'''Atk''' Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6);
'''Full Atk''' Bite +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]);
+
'''Full Atk''' Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6);
  
 
'''SA''' Improved grab, smite good;
 
'''SA''' Improved grab, smite good;
 
'''SQ''' Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''SQ''' Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[8]], Ref +4, Will +2''';
+
'''Fort +6, Ref +4, Will +2''';
  
[[Str 23]], Dex 12, [[Con 21]], Int 3, Wis 12, Cha 2
+
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
  
'''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +[[14]]
+
'''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +12
  
 
'''Feats:''' Alertness, Skill Focus (Hide)
 
'''Feats:''' Alertness, Skill Focus (Hide)
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====Fiendish Dire Bat====
 
====Fiendish Dire Bat====
Large Magical Beast (); CR 3; HD 4d8+[[20]];
+
Large Magical Beast (); CR 3; HD 4d8+12;
'''hp [[38]]'''
+
'''hp 30'''
  
 
'''Init''' +6;
 
'''Init''' +6;
Line 2,966: Line 2,682:
 
'''AC''' 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14;
 
'''AC''' 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14;
  
Base Atk +3; Grp +[[12]]
+
Base Atk +3; Grp +10
'''Atk''' Bite +[[7]] melee (1d8+[[6]] magic);
+
'''Atk''' Bite +5 melee (1d8+4 magic);
'''Full Atk''' Bite +[[7]] melee (1d8+[[6]] magic)
+
'''Full Atk''' Bite +5 melee (1d8+4 magic)
  
 
'''SA''' smite good;
 
'''SA''' smite good;
 
'''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9;
 
'''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9;
 
'''AL''' NE; SV
 
'''AL''' NE; SV
'''Fort +[[9]], Ref +10, Will +6''';
+
'''Fort +7, Ref +10, Will +6''';
  
[[Str 21]], Dex 22, [[Con 21]], Int 3, Wis 14, Cha 6
+
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
  
 
'''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8*
 
'''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8*
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====Fiendish Dire Weasel====
 
====Fiendish Dire Weasel====
Medium Magical Beast (); CR 2; HD 3d8+[[6]];
+
Medium Magical Beast (); CR 2; HD 3d8;
'''hp [[19]]'''
+
'''hp 13'''
  
 
'''Init''' +4;
 
'''Init''' +4;
Line 2,997: Line 2,713:
 
'''AC''' 16 (+4 Dex, +2 natural), touch 14, flat-footed 12;
 
'''AC''' 16 (+4 Dex, +2 natural), touch 14, flat-footed 12;
  
Base Atk +2; Grp +[[6]]
+
Base Atk +2; Grp +4
'''Atk''' Bite +[[8]] melee (1d6+[[5]]);
+
'''Atk''' Bite +6 melee (1d6+3);
'''Full Atk''' Bite +[[8]] melee (1d6+[[5]])
+
'''Full Atk''' Bite +6 melee (1d6+3)
  
 
'''SA''' Attach, blood drain, smite good;
 
'''SA''' Attach, blood drain, smite good;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''AL''' LE; SV
 
'''AL''' LE; SV
'''Fort +[[5]], Ref +7, Will +4''';
+
'''Fort +3, Ref +7, Will +4''';
  
[[Str 18]], Dex 19, [[Con 14]], Int 3, Wis 12, Cha 11
+
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
  
 
'''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5
 
'''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5
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====Fiendish Monstrous Centipede, Huge====
 
====Fiendish Monstrous Centipede, Huge====
Huge Magical Beast (); CR 3; HD 6d8+[[18]];
+
Huge Magical Beast (); CR 3; HD 6d8+6;
'''hp [[45]]'''
+
'''hp 33'''
  
 
'''Init''' +2;
 
'''Init''' +2;
Line 3,028: Line 2,744:
 
'''AC''' 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;
 
'''AC''' 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;
  
Base Atk +4; Grp +[[17]]
+
Base Atk +4; Grp +15
'''Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison);
+
'''Atk''' Bite +5 melee (2d6+4 magic plus poison);
'''Full Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison)
+
'''Full Atk''' Bite +5 melee (2d6+4 magic plus poison)
  
 
'''SA''' Poison, smite good;
 
'''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;
 
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 11;
 
'''AL''' NE; SV
 
'''AL''' NE; SV
'''Fort +[[8]], Ref +4, Will +2''';
+
'''Fort +6, Ref +4, Will +2''';
  
[[Str 21]], Dex 15, [[Con 16]], Int 3, Wis 10, Cha 2
+
Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
  
 
'''Skills:''' Climb +11, Hide +2, Spot +4
 
'''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.
+
'''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.
 
'''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.
Line 3,049: Line 2,765:
  
 
====Fiendish Sea Snake, Large Viper====
 
====Fiendish Sea Snake, Large Viper====
Large Magical Beast (); CR 2; HD 3d8+[[6]];
+
Large Magical Beast (); CR 2; HD 3d8;
'''hp [[19]]'''
+
'''hp 13'''
  
 
'''Init''' +7;
 
'''Init''' +7;
Line 3,057: Line 2,773:
 
'''AC''' 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12;
 
'''AC''' 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12;
  
Base Atk +2; Grp +[[8]];  
+
Base Atk +2; Grp +6;  
'''Atk''' Bite +4 melee (1d4+[[2]] plus poison);
+
'''Atk''' Bite +4 melee (1d4 plus poison);
'''Full Atk''' Bite +4 melee (1d4+[[2]] plus poison);
+
'''Full Atk''' Bite +4 melee (1d4 plus poison);
  
 
'''SA''' Poison, hold breath, smite good;
 
'''SA''' Poison, hold breath, smite good;
 
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;  
 
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;  
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[5]], Ref +6, Will +2''';
+
'''Fort +3, Ref +6, Will +2''';
  
[[Str 14]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2
+
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
  
'''Skills:''' Balance +11, Climb +[[13]], Hide +8, Listen +5, Spot +6, Swim +[[10]]
+
'''Skills:''' Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
  
 
'''Feats:''' Improved Initiative, Weapon Finesse
 
'''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.
+
'''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.
 +
 
 +
'''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.
  
'''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.
+
'''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.
 
'''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====
 
====Fiendish Constrictor Snake====
Medium Magical Beast (); CR 2; HD 3d8+[[12]];
+
Medium Magical Beast (); CR 2; HD 3d8+6;
'''hp [[25]]'''
+
'''hp 19'''
  
 
'''Init''' +3;
 
'''Init''' +3;
Line 3,089: Line 2,806:
 
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
 
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
  
Base Atk +2; Grp +[[7]]
+
Base Atk +2; Grp +5
'''Atk''' Bite +[[7]] melee (1d3+[[6]]);
+
'''Atk''' Bite +5 melee (1d3+4);
'''Full Atk''' Bite +[[7]] melee (1d3+[[6]]);
+
'''Full Atk''' Bite +5 melee (1d3+4);
  
'''SA''' Constrict 1d3+[[6]], improved grab, smite good;
+
'''SA''' Constrict 1d3+4, improved grab, smite good;
 
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8;
 
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8;
 
'''AL''' LE; SV
 
'''AL''' LE; SV
'''Fort +[[6]], Ref +6, Will +2''';
+
'''Fort +4, Ref +6, Will +2''';
  
[[Str 21]], Dex 17, [[Con 17]], Int 3, Wis 12, Cha 2
+
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
  
'''Skills:''' Balance +11, Climb +[[16]], Hide +10, Listen +7, Spot +7, Swim +[[13]]
+
'''Skills:''' Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
  
 
'''Feats:''' Alertness, Toughness
 
'''Feats:''' Alertness, Toughness
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====Fiendish Wolverine====
 
====Fiendish Wolverine====
Medium Magical Beast (); CR 2; HD 3d8+[[21]];
+
Medium Magical Beast (); CR 2; HD 3d8+15;
'''hp [[34]]'''
+
'''hp 28'''
  
 
'''Init''' +2;
 
'''Init''' +2;
Line 3,120: Line 2,837:
 
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
 
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
  
Base Atk +2; Grp +[[6]]
+
Base Atk +2; Grp +4
'''Atk''' Claw +[[6]] melee (1d4+[[4]])
+
'''Atk''' Claw +4 melee (1d4+2)
'''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]) and bite +[[1]] melee (1d6+[[3]])
+
'''Full Atk''' 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1)
  
 
'''SA''' Rage, smite good;
 
'''SA''' Rage, smite good;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[9]], Ref +5, Will +2''';
+
'''Fort +7, Ref +5, Will +2''';
  
[[Str 18]], Dex 15, [[Con 23]], Int 3, Wis 12, Cha 10
+
Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
  
 
'''Skills:''' Climb +10, Listen +6, Spot +6
 
'''Skills:''' Climb +10, Listen +6, Spot +6
Line 3,143: Line 2,860:
  
 
====Guardinal, Musteval====
 
====Guardinal, Musteval====
Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+[[6]];
+
Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+2;
'''hp [[15]]'''
+
'''hp 11'''
  
 
'''Init''' +4;
 
'''Init''' +4;
Line 3,151: Line 2,868:
 
'''AC''' 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16;
 
'''AC''' 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16;
  
Base Atk +2; Grp –[[6]]
+
Base Atk +2; Grp -8
'''Atk''' Bite +8 melee (1d3+[[0]]);
+
'''Atk''' Bite +8 melee (1d3-2);
'''Full Atk''' Bite +8 melee (1d3+[[0]])  
+
'''Full Atk''' Bite +8 melee (1d3-2)  
  
 
'''SA''' Spell-like abilities;
 
'''SA''' Spell-like abilities;
 
'''SQ''' immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues;
 
'''SQ''' immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues;
 
'''AL''' NG; SV
 
'''AL''' NG; SV
'''Fort +[[6]] (+[[10]] against poison), Ref +7, Will +5''';
+
'''Fort +4 (+8 against poison), Ref +7, Will +5''';
  
[[Str 11]], Dex 18, [[Con 16]], Int 11, Wis 14, Cha 13  
+
Str 7, Dex 18, Con 12, 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)  
+
'''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  
 
'''Feats:''' Weapon Finesse  
Line 3,178: Line 2,895:
  
 
====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 [[30]]'''
+
'''hp 22'''
  
 
'''Init''' +5;
 
'''Init''' +5;
Line 3,186: Line 2,903:
 
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
 
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
  
Base Atk +4; Grp +[[7]]
+
Base Atk +4; Grp +5
'''Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire);
+
'''Atk''' Bite +5 melee (1d8+1 plus 1d6 fire);
'''Full Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire)
+
'''Full Atk''' Bite +5 melee (1d8+1 plus 1d6 fire)
  
 
'''SA''' Breath weapon, fiery bite;
 
'''SA''' Breath weapon, fiery bite;
 
'''SQ''' Darkvision 60 ft., immunity to fire, scent, vulnerability to cold;
 
'''SQ''' Darkvision 60 ft., immunity to fire, scent, vulnerability to cold;
 
'''AL''' LE; SV
 
'''AL''' LE; SV
'''Fort +[[7]], Ref +5, Will +4''';
+
'''Fort +5, Ref +5, Will +4''';
  
[[Str 17]], Dex 13, [[Con 17]], Int 6, Wis 10, Cha 6
+
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
  
'''Skills:''' Hide +13, Jump +[[14]], Listen +7, Move Silently +13, Spot +7, Survival +[[9]]*
+
'''Skills:''' Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
  
 
'''Feats:''' Improved Initiative, Run, Track
 
'''Feats:''' Improved Initiative, Run, Track
Line 3,203: Line 2,920:
 
'''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.
 
'''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.  
+
'''Breath Weapon(Su):''' 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 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.
 
'''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.
Line 3,211: Line 2,928:
  
 
====Windrazor====
 
====Windrazor====
Small outsider (extraplanar); CR 1; HD 2d8+[[4]];
+
Small outsider (extraplanar); CR 1; HD 2d8;
'''hp [[13]]'''
+
'''hp 9'''
  
 
'''Init''' +2;
 
'''Init''' +2;
Line 3,220: Line 2,937:
  
 
Base Atk +2; Grp -1
 
Base Atk +2; Grp -1
'''Atk''' Claw +[[6]] melee (1d4+[[3]]/19-20) or Bite +[[1]] melee (1d6+[[2]]/19-20);
+
'''Atk''' Claw +4 melee (1d4+1/19-20) or Bite -1 melee (1d6/19-20);
'''Full Atk''' 2 Claws +[[6]] melee (1d4+[[3]]/19-20) and Bite +[[1]] melee (1d6+[[2]]/19-20)
+
'''Full Atk''' 2 Claws +4 melee (1d4+1/19-20) and Bite -1 melee (1d6/19-20)
  
'''SA''' Fearsome critical, Rend 2d4+[[4]]
+
'''SA''' Fearsome critical, Rend 2d4+2
 
'''SQ''' Keen senses;
 
'''SQ''' Keen senses;
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[5]], Ref +5, Will +4''';
+
'''Fort +3, Ref +5, Will +4''';
  
[[Str 17]], Dex 15, [[Con 15]], Int 8, Wis 12, Cha 6  
+
Str 13, Dex 15, Con 11, Int 8, Wis 12, Cha 6  
  
 
'''Feats:''' Flyby Attack, lmproved Critical (claw), lmproved Critical (bite)
 
'''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  
+
'''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.  
 
'''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.
+
'''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.
  
 
'''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.  
 
'''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.  
Line 3,245: Line 2,962:
  
 
=== Summon Monster 4 - [[under construction]] ===
 
=== Summon Monster 4 - [[under construction]] ===
 +
 +
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
  
  

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