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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)
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=== 4th Level - [[under construction]] ===
 
=== 4th Level - [[under construction]] ===
  
 +
=== 5th Level - [[under construction]] ===
  
'''Black Tentacles'''
+
=== 6th Level - [[under construction]] ===
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.
 
  
 +
=== 7th Level - [[under construction]] ===
  
Bloodstar
+
=== 8th Level - [[under construction]] ===
  
 +
=== 9th Level - [[under construction]] ===
  
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
+
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
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.
 
  
 +
== Bestiarum Vocabulum ==
 +
=== Summon Monster I ===
  
Resist Energy, Mass
+
====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;
  
'''Summon Monster IV'''
+
Base Atk +1; Grp +3;
 +
'''Atk''' Bite +3 melee (1d6+3);
 +
'''Full Atk''' Bite +3 melee (1d6+3);
  
''Conjuration (Summoning) [see text for summon monster I]''
+
'''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''';
  
'''Level:''' Brd 4, Clr 4, Sor/Wiz 4
+
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 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 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.
+
'''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
  
'''4th Level'''
+
'''Feats:''' Alertness, Track
  
* Abishai, White (LE, FCII)
+
'''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
* 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.''
+
'''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.
  
Voice of the Dragon
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
  
=== 5th Level - [[under construction]] ===
 
  
 +
====Celestial Owl====
 +
Tiny Magical Beast (); CR 1/4; HD 1d8;
 +
'''hp 4''';
  
Planar Binding, Lesser
+
'''Init''' +3;
Conjuration (Calling) [see text]
+
'''Spd''' 10 ft., fly 40 ft. (average);
Level: Sor/Wiz 5
+
'''Space/Reach''' 2-1/2 ft./0 ft.;
Components: V, S
+
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;
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.
 
  
 +
Base Atk +0; Grp -11;
 +
'''Atk''' Talons +5 melee (1d4-3);
 +
'''Full Atk''' Talons +5 melee (1d4-3);
  
Summon Monster V
+
'''SA''' smite evil;
Conjuration (Summoning) [see text for summon monster I]
+
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
Level: Brd 5, Clr 5, Sor/Wiz 5
+
'''AL''' LG; SV
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
+
'''Fort +2, Ref +5, Will +2''';
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.
 
  
 +
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
  
Teleport
+
'''Skills:''' Listen +14, Move Silently +17, Spot +6*
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
 
  
 +
'''Feats:''' Weapon Finesse
  
=== 6th Level - [[under construction]] ===
+
'''Skills():''' Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
  
 +
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
  
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.
 
  
 +
====Celestial Giant Fire Beetle====
 +
Small Magical Beast (); CR 1/3; HD 1d8;
 +
'''hp 4''';
  
Planar Binding
+
'''Init''' +0;
Conjuration (Calling) [see text for lesser planar binding]
+
'''Spd''' 30 ft.;
Level: Sor/Wiz 6
+
'''Space/Reach''' 5 ft./5 ft.;
Components: V, S
+
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
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 +0; Grp -4;
 +
'''Atk''' Bite +1 melee (2d4);
 +
'''Full Atk''' Bite +1 melee (2d4);
  
Summon Monster VI
+
'''SA''' smite evil;
Conjuration (Summoning) [see text for summon monster I]
+
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
Level: Brd 6, Clr 6, Sor/Wiz 6
+
'''AL''' NG; SV
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
+
'''Fort +2, Ref +0, Will +0''';
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 10, Dex 11, Con 11, Int -, Wis 10, Cha 7
  
=== 7th Level - [[under construction]] ===
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
  
 +
====Celestial Porpoise====
 +
Medium Magical Beast (); CR 1/2; HD 2d8+2;
 +
'''hp 11''';
  
Brilliant Aura
+
'''Init''' +3;
 +
'''Spd''' Swim 80 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
  
 +
Base Atk +1; Grp +1;
 +
'''Atk''' Slam +4 melee (2d4);
 +
'''Full Atk''' Slam +4 melee (2d4);
  
Summon Monster VII
+
'''SA''' smite evil;
Conjuration (Summoning) [see text for summon monster I]
+
'''SQ''' Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
Level: Clr 7, Sor/Wiz 7
+
'''AL''' NG; SV
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.
+
'''Fort +4, Ref +6, Will +1''';
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.
 
  
 +
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
  
=== 8th Level - [[under construction]] ===
+
'''Skills:''' Listen +8*, Spot +7*, Swim +8
  
 +
'''Feats:''' Weapon Finesse
  
=== 9th Level - [[under construction]] ===
+
'''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.
  
[http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site]
+
'''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.
  
== Bestiarum Vocabulum ==
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
  
[[Red text indicates the effects of the Augment Summoning feat]]
 
  
 +
====Celestial Badger====
 +
Small Magical Beast (); CR 1/2; HD 1d8+2;
 +
'''hp 6''';
  
=== Summon Monster I ===
+
'''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);
  
====Celestial Dog, Riding====
+
'''SA''' Rage, smite evil;
Medium Magical Beast (); CR 1; HD 2d8+[[8]];
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
'''hp [[17]]''';
+
'''AL''' CG; SV
 +
'''Fort +4, Ref +5, Will +1''';
  
'''Init''' +2;
+
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
'''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]];
+
'''Skills:''' Escape Artist +7, Listen +3, Spot +3
'''Atk''' Bite +[[5]] melee (1d6+[[5]]);
 
'''Full Atk''' Bite +[[5]] melee (1d6+[[5]]);
 
  
'''SA''' smite evil;
+
'''Feats:''' Track, Weapon Finesse
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
 
'''AL''' LG; SV
 
'''Fort +[[7]], Ref +5, Will +1''';
 
  
[[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6
+
'''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:''' Jump +[[10]], Listen +5, Spot +5, Swim +[[5]], Survival +[[3]]*
+
'''Skills():''' A badger has a +4 racial bonus on Escape Artist checks.
  
'''Feats:''' Alertness, Track
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
  
'''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.
+
====Celestial Monkey====
 +
Tiny Magical Beast (); CR 1/6; HD 1d8;
 +
'''hp 4''';
  
'''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.
+
'''Init''' +2;
 
+
'''Spd''' 30 ft., climb 30 ft.;
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
 
 
 
 
 
====Celestial Owl====
 
Tiny Magical Beast (); CR 1/4; HD 1d8+[[2]];
 
'''hp [[6]]''';
 
 
 
'''Init''' +3;
 
'''Spd''' 10 ft., fly 40 ft. (average);
 
 
'''Space/Reach''' 2-1/2 ft./0 ft.;  
 
'''Space/Reach''' 2-1/2 ft./0 ft.;  
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;  
+
'''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12;  
  
Base Atk +0; Grp -[[9]];
+
Base Atk +0; Grp -12;
'''Atk''' Talons +5 melee (1d4-[[1]]);  
+
'''Atk''' Bite +4 melee (1d3-4);
'''Full Atk''' Talons +5 melee (1d4-[[1]]);
+
'''Full Atk''' Bite +4 melee (1d3-4);
  
 
'''SA''' smite evil;
 
'''SA''' smite evil;
 
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
 
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
'''AL''' LG; SV  
+
'''AL''' CG; SV
'''Fort +[[4]], Ref +5, Will +2''';
+
'''Fort +2, Ref +4, Will +1''';
  
[[Str 8]], Dex 17, [[Con 14]], Int 3, Wis 14, Cha 4
+
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
  
'''Skills:''' Listen +14, Move Silently +17, Spot +6*
+
'''Skills:''' Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
  
 
'''Feats:''' Weapon Finesse
 
'''Feats:''' Weapon Finesse
  
'''Skills():''' Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
+
'''Skills():''' Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
 +
 
 +
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe.
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe
 
  
====Celestial Giant Fire Beetle====
+
====Fiendish Dire Rat====
Small Magical Beast (); CR 1/3; HD 1d8+[[2]];
+
Small Magical Beast (); CR 1/3; HD 1d8+1;
'''hp [[6]]''';
+
'''hp 5''';
  
'''Init''' +0;
+
'''Init''' +3;
'''Spd''' 30 ft.;
+
'''Spd''' 40 ft., climb 20 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;  
+
'''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;  
  
Base Atk +0; Grp -[[2]];
+
Base Atk +0; Grp -4;
'''Atk''' Bite +[[3]] melee (2d4+[[2]]);
+
'''Atk''' Bite +4 melee (1d4 plus disease);  
'''Full Atk''' Bite +[[3]] melee (2d4+[[2]]);
+
'''Full Atk''' Bite +4 melee (1d4 plus disease);
  
'''SA''' smite evil;
+
'''SA''' Disease, smite good;
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
'''AL''' NG; SV  
+
'''AL''' LE; SV
'''Fort +[[4]], Ref +0, Will +0''';
+
'''Fort +3, Ref +5, Will +3''';
  
[[Str 14]], Dex 11, [[Con 15]], Int 3, Wis 10, Cha 7
+
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
  
'''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:''' Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
  
 +
'''Feats:''' Alertness, Weapon Finesse
  
====Celestial Porpoise====
+
'''Disease(Ex):''' Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Medium Magical Beast (); CR 1/2; HD 2d8+[[6]];
 
'''hp [[15]]''';
 
  
'''Init''' +3;
+
'''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.
'''Spd''' Swim 80 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
 
  
Base Atk +1; Grp +[[3]];
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
'''Atk''' Slam +4 melee (2d4+[[2]]);
 
'''Full Atk''' Slam +4 melee (2d4+[[2]]);
 
  
'''SA''' smite evil;
 
'''SQ''' Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
 
'''AL''' NG; SV
 
'''Fort +[[6]], Ref +6, Will +1''';
 
  
[[Str 15]], Dex 17, [[Con 17]], Int 3, Wis 12, Cha 6
+
====Fiendish Raven====
 +
Tiny Magical Beast (); CR 1/6; HD 1/4 d8;
 +
'''hp 1''';
  
'''Skills:''' Listen +8*, Spot +7*, Swim +[[10]]
+
'''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;
  
'''Feats:''' Weapon Finesse
+
Base Atk +0; Grp -13;
 +
'''Atk''' Claws +4 melee (1d2-5);
 +
'''Full Atk''' Claws +4 melee (1d2-5);
  
'''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.
+
'''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''';
  
'''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.
+
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
  
'''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.
+
'''Skills:''' Listen +3, Spot +5
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
+
'''Feats:''' Weapon Finesse
  
 +
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
  
====Celestial Badger====
 
Small Magical Beast (); CR 1/2; HD 1d8+[[4]];
 
'''hp [[8]]''';
 
  
'''Init''' +3;
+
====Fiendish Monstrous Centipede, Medium====
'''Spd''' 30 ft., burrow 10 ft.;
+
Medium Magical Beast (); CR 1/2; HD 1d8;
 +
'''hp 4''';
 +
 
 +
'''Init''' +2;
 +
'''Spd''' 40 ft., climb 40 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''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;  
  
Base Atk +0; Grp -[[3]];
+
Base Atk +0; Grp -1;
'''Atk''' Claw +4 melee (1d2+[[1]]);  
+
'''Atk''' Bite +2 melee (1d6-1 plus poison);  
'''Full Atk''' 2 claws +4 melee (1d2+[[1]]) and bite -1 melee (1d3+[[1]]);
+
'''Full Atk''' Bite +2 melee (1d6-1 plus poison);
  
'''SA''' Rage, smite evil;
+
'''SA''' Poison, smite good;
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
+
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
'''AL''' CG; SV
+
'''AL''' NE; SV
'''Fort +[[6]], Ref +5, Will +1''';
+
'''Fort +2, Ref +2, Will +0''';
  
[[Str 12]], Dex 17, [[Con 19]], Int 3, Wis 12, Cha 6
+
Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
  
'''Skills:''' Escape Artist +7, Listen +3, Spot +3
+
'''Skills:''' Climb +10, Hide +10, Spot +4
  
'''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.
+
'''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC10, 1d3 Dex initial and secondary The save DCs are Constitution-based.
  
'''Skills():''' A badger has a +4 racial bonus on Escape Artist checks.  
+
'''Skills():''' Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.
  
'''Smite 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 Monkey====
+
====Fiendish Hawk====
Tiny Magical Beast (); CR 1/6; HD 1d8+[[2]];
+
Tiny Magical Beast (); CR 1/3; HD 1d8;
'''hp [[6]]''';
+
'''hp 4''';
  
'''Init''' +2;
+
'''Init''' +3;
'''Spd''' 30 ft., climb 30 ft.;
+
'''Spd''' 10 ft., fly 60 ft. (average);
 
'''Space/Reach''' 2-1/2 ft./0 ft.;  
 
'''Space/Reach''' 2-1/2 ft./0 ft.;  
'''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12;  
+
'''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;  
  
Base Atk +0; Grp -[[10]];
+
Base Atk +0; Grp -10;
'''Atk''' Bite +4 melee (1d3-[[2]]);
+
'''Atk''' Talons +5 melee (1d4-2);
'''Full Atk''' Bite +4 melee (1d3-[[2]]);
+
'''Full Atk''' Talons +5 melee (1d4-2);
  
'''SA''' smite evil;
+
'''SA''' smite good;
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;  
+
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;  
'''AL''' CG; SV
+
'''AL''' CE; SV
'''Fort +[[4]], Ref +4, Will +1''';
+
'''Fort +2, Ref +5, Will +2''';
  
[[Str 7]], Dex 15, [[Con 14]], Int 3, Wis 12, Cha 5
+
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
  
'''Skills:''' Balance + 10, Climb +[[12]], Hide +10, Listen +3, Spot +3
+
'''Skills:''' Listen +2, Spot +14
  
 
'''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.
+
'''Skills():''' Hawks 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
  
  
====Fiendish Dire Rat====
+
====Fiendish Monstrous Spider, Small====
Small Magical Beast (); CR 1/3; HD 1d8+[[3]];
+
Small Magical Beast (); CR 1/2; HD 1d8;
'''hp [[7]]''';
+
'''hp 4''';
  
 
'''Init''' +3;
 
'''Init''' +3;
'''Spd''' 40 ft., climb 20 ft.;
+
'''Spd''' 30 ft., climb 20 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''' 14 (+1 size, +3 Dex), touch 14, flat-footed 11;  
  
Base Atk +0; Grp -[[2]];
+
Base Atk +0; Grp -6;
'''Atk''' Bite +4 melee (1d4+[[2]] plus disease);  
+
'''Atk''' Bite +4 melee (1d4-2 plus poison);
'''Full Atk''' Bite +4 melee (1d4+[[2]] plus disease);
+
'''Full Atk''' Bite +4 melee (1d4-2 plus poison);
  
'''SA''' Disease, smite good;
+
'''SA''' Poison, web, smite good;
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
+
'''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6;
'''AL''' LE; SV
+
'''AL''' CE; SV
'''Fort +[[5]], Ref +5, Will +3''';
+
'''Fort +2, Ref +3, Will +0''';
  
[[Str 14]], Dex 17, [[Con 16]], Int 3, Wis 12, Cha 4
+
Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
  
'''Skills:''' Climb +[[13]], Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +[[13]]
+
'''Skills:''' Climb +11, Hide +11*, Jump -2*, Spot +4*
  
'''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.
+
'''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.  
  
'''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.
+
'''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.
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good 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 10; Break DC 14; HP 4
  
====Fiendish Raven====
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 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]];
+
====Fiendish Octopus====
'''Atk''' Claws +4 melee (1d2-[[3]]);
+
Small Magical Beast (Aquatic); CR 1; HD 2d8;
'''Full Atk''' Claws +4 melee (1d2-[[3]]);
+
'''hp 9''';
  
'''SA''' smite good;
+
'''Init''' +3;
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 5;  
+
'''Spd''' 20 ft., swim 30 ft.;
'''AL''' LE; SV
+
'''Space/Reach''' 5 ft./5 ft.;
'''Fort +[[4]], Ref +4, Will +2''';
+
'''AC''' 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;  
  
[[Str 5]], Dex 15, [[Con 14]], Int 3, Wis 14, Cha 6
+
Base Atk +1; Grp +2;
 +
'''Atk''' Arms +5 melee (0);
 +
'''Full Atk''' Arms +5 melee (0) and bite +0 melee (1d3);
  
'''Skills:''' Listen +3, Spot +5
+
'''SA''' Improved grab, smite good;
 +
'''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7;
 +
'''AL''' CE; SV
 +
'''Fort +3, Ref +6, Will +1''';
  
'''Feats:''' Weapon Finesse
+
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
  
'''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:''' Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
  
 +
'''Feats:''' Weapon Finesse
  
====Fiendish Monstrous Centipede, Medium====
+
'''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.
Medium Magical Beast (); CR 1/2; HD 1d8+[[2]];
 
'''hp [[6]]''';
 
  
'''Init''' +2;
+
'''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.
'''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]];
+
'''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.
'''Atk''' Bite +2 melee (1d6+[[1]] plus poison);
 
'''Full Atk''' Bite +2 melee (1d6+[[1]] plus poison);
 
  
'''SA''' Poison, smite good;
+
'''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.
'''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
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
  
'''Skills:''' Climb +[[14]], Hide +10, Spot +4
 
  
'''Feats:''' Weapon Finesse
+
====Small Monstrous Crab====
 +
Small Vermin (Aquatic); CR 1/2; HD 1d8;
 +
'''hp 8'''
  
'''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC [[12]], 1d3 Dex initial and secondary The save DCs are Constitution-based.
+
'''Init''' +0
 
+
'''Spd''' 20 ft.
'''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.
+
'''Space/Reach''' 5 ft/5 ft.
 +
'''AC''' 15 (+1 size, +4 natural), touch 11, flat-footed 15
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
+
Base Atk +0; Grp +0;
 +
'''Atk''' Claw +1 melee (ld4)
 +
'''Full Atk''' 2 claws +1 melee (ld4)
  
 +
'''SA''' Constrict 2d4, Improved Grab
 +
'''SQ''' Amphibious, low-light vision, Scent
 +
'''AL''' N; SV
 +
'''Fort +3, Ref+0, Will +0''';
  
====Fiendish Hawk====
+
Str 10, Dex 11, Con 12, Int—, Wis 11, Cha 2
Tiny Magical Beast (); CR 1/3; HD 1d8+[[2]];
 
'''hp [[6]]''';
 
  
'''Init''' +3;
+
'''Skills:''' Hide +8, Spot +4
'''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]];
+
'''Feats:''' Toughness
'''Atk''' Talons +5 melee (1d4+[[0]]);
 
'''Full Atk''' Talons +5 melee (1d4+[[0]]);
 
  
'''SA''' smite good;
+
'''Constrict (Ex):''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
'''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
+
'''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.
  
'''Skills:''' Listen +2, Spot +14
+
'''Amphibious (Ex):''' Although monstrous crabs arc aquatic, they can survive indefinitely on land.
  
'''Feats:''' Weapon Finesse
+
'''Vermin Traits:''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  
'''Skills():''' Hawks have a +8 racial bonus on Spot checks
+
'''Skills:''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
 
 
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
 
  
  
====Fiendish Monstrous Spider, Small====
+
====Sea Snake====
Small Magical Beast (); CR 1/2; HD 1d8+[[2]];
+
Small Magical Beast (); CR 1/2; HD 1d8;
'''hp [[6]]''';
+
'''hp 4''';
  
 
'''Init''' +3;
 
'''Init''' +3;
'''Spd''' 30 ft., climb 20 ft.;
+
'''Spd''' 10 ft., climb 20 ft., swim 30 ft.;  
'''Space/Reach''' 5 ft./5 ft.;
+
'''Space/Reach''' 5 ft/5 ft.
'''AC''' 14 (+1 size, +3 Dex), touch 14, flat-footed 11;  
+
'''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;
  
Base Atk +0; Grp -[[4]];
+
Base Atk +0; Grp -6;  
'''Atk''' Bite +4 melee (1d4+[[0]] plus poison);
+
'''Atk''' Bite +4 melee (1d2-2 plus poison);
'''Full Atk''' Bite +4 melee (1d4+[[0]] plus poison);
+
'''Full Atk''' Bite +4 melee (1d2-2 plus poison);
  
'''SA''' Poison, web, smite good;
+
'''SA''' Poison, smite good
'''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6;
+
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;  
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[4]], Ref +3, Will +0''';
+
'''Fort +2, Ref +5, Will +1''';
  
[[Str 11]], Dex 17, [[Con 14]], Int 3, Wis 10, Cha 2
+
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
  
'''Skills:''' Climb +[[13]], Hide +11*, Jump +[[10]]*, Move Silent +3*, Spot +12*
+
'''Skills:''' Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6*
  
 
'''Feats:''' Weapon Finesse
 
'''Feats:''' Weapon Finesse
  
'''Poison(Ex):''' A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC [[12]], 1d3 Str initial and secondary.  
+
'''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.
  
'''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.  
+
'''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.
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.  
+
'''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.
  
'''Web(Ex):''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC [[12]]; Break DC [[16]]; HP 4
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe 
+
=== Summon Monster II - [[under construction]] ===
  
 +
====Celestial Giant Bee====
 +
Medium Magical Beast (); CR 1; HD 3d8;
 +
'''hp 13''';
  
====Fiendish Octopus====
+
'''Init''' +2;
Small Magical Beast (Aquatic); CR 1; HD 2d8+[[4]];
+
'''Spd''' 20 ft., fly 80 ft. (good);
'''hp [[13]]''';
 
 
 
'''Init''' +3;
 
'''Spd''' 20 ft., swim 30 ft.;
 
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;  
+
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;  
  
Base Atk +1; Grp +[[4]];
+
Base Atk +2; Grp +2;
'''Atk''' Arms +5 melee (0);
+
'''Atk''' Sting +2 melee (1d4 plus poison);  
'''Full Atk''' Arms +5 melee (0) and bite +0 melee (1d3+[[2]]);
+
'''Full Atk''' Sting +2 melee (1d4 plus poison);
  
'''SA''' Improved grab, smite good;
+
'''SA''' Poison, smite evil;
'''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7;
+
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8;
'''AL''' CE; SV
+
'''AL''' LG; SV
'''Fort +[[5]], Ref +6, Will +1''';
+
'''Fort +3, Ref +3, Will +2''';
  
[[Str 16]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 3
+
Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
  
'''Skills:''' Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
+
'''Skills:''' Spot +5, Survival +1*
  
'''Feats:''' Weapon Finesse
+
'''Skills():''' Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
  
'''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.
+
'''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.  
  
'''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 Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil 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.
+
====Celestial Giant Bombardier Beetle====
 +
Medium Magical Beast (); CR 2; HD 2d8+4;
 +
'''hp 13''';
  
'''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''' 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);
  
====Fiendish Monstrous Crab, Small====
+
'''SA''' Acid spray, smite evil;
Small Vermin (Aquatic); CR 1/2; HD 1d8+[[4]];
+
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7;  
'''hp [[8]]'''
+
'''AL''' NG; SV
 +
'''Fort +5, Ref +0, Will +0''';
  
'''Init''' +0
+
Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
'''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]];
+
'''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.
'''Atk''' Claw +1 melee (ld4+[[2]])
 
'''Full Atk''' 2 claws +[[3]] melee (ld4+[[2]])
 
  
'''SA''' Constrict 2d4, Improved Grab
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
'''SQ''' Amphibious, low-light vision, Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
 
'''AL''' N; SV
 
'''Fort +[[5]], Ref+0, Will +0''';
 
  
[[Str 14]], Dex 11, [[Con 16]], Int 3, Wis 11, Cha 2
 
  
'''Skills:''' Hide +8, Spot +4
+
====Celestial Dog, Riding====
 +
Medium Magical Beast (); CR 1; HD 2d8+4;
 +
'''hp 13''';
  
'''Feats:''' Toughness
+
'''Init''' +2;
 +
'''Spd''' 40 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;
  
'''Constrict (Ex):''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
+
Base Atk +1; Grp +3;
 +
'''Atk''' Bite +3 melee (1d6+3);
 +
'''Full Atk''' Bite +3 melee (1d6+3);
  
'''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.
+
'''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''';
  
'''Amphibious (Ex):''' Although monstrous crabs arc aquatic, they can survive indefinitely on land.
+
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  
'''Vermin Traits:''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
+
'''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
  
'''Skills:''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
+
'''Feats:''' Alertness, Track
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe.
+
'''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 Sea Snake====
+
'''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.
Small Magical Beast (); CR 1/2; HD 1d8+[[2]];
 
'''hp [[7]]''';
 
  
'''Init''' +3;
+
'''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.
'''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]];
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
'''Atk''' Bite +4 melee (1d2+[[0]] plus poison);
 
'''Full Atk''' Bite +4 melee (1d2+[[0]] plus poison);
 
  
'''SA''' Poison, smite good
 
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6;
 
'''AL''' CE; SV
 
'''Fort +2, Ref +5, Will +1''';
 
  
[[Str 10]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2
+
====Celestial Eagle====
 +
Small Magical Beast (); CR 1/2; HD 1d8+1;
 +
'''hp 5''';
  
'''Skills:''' Balance +11, Climb +[[13]], Hide +11, Listen +7, Spot +7, Swim +[[8]]*
+
'''Init''' +2;
 +
'''Spd''' 10 ft., fly 80 ft. (average);
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;
  
'''Feats:''' Weapon Finesse
+
Base Atk +0; Grp -4;
 +
'''Atk''' Talons +3 melee (1d4);
 +
'''Full Atk''' 2 talons +3 melee (1d4) and bite -2 melee (1d4);
  
'''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.
+
'''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''';
  
'''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.
+
Str 10, Dex 15, Con 12, Int 2, 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 if 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():''' 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
  
====Celestial Giant Bee====
 
Medium Magical Beast (); CR 1; HD 3d8+[[6]];
 
'''hp [[19]]''';
 
  
'''Init''' +2;
+
====Clockwork Mender====
'''Spd''' 20 ft., fly 80 ft. (good);
+
Tiny construct (extraplanar, lawful);CR 1/2; HD 1d8;
'''Space/Reach''' 5 ft./5 ft.;
+
'''hp 5'''
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;  
+
 
 +
'''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 +2; Grp +[[4]];
+
[[BaseAtk -rO; Grp -12;]]
'''Atk''' Sting +[[4]] melee (1d4+[[2]] plus poison);
+
'''Atk''' Sting +6 melee (ld2-4 plus poison)
'''Full Atk''' Sting +[[4]] melee (1d4+[[2]] plus poison);
+
'''Full Atk''' Sting +6 melee (ld2-4 plus poison)
  
'''SA''' Poison, smite evil;
+
'''SA''' aligned strike(lawful), repairing touch
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8;
+
'''SQ''' construct traits, repairing touch, low-light vision, Darkvision 60 ft.
'''AL''' LG; SV
+
'''AL''' LN; SV
'''Fort +[[5]], Ref +3, Will +2''';
+
'''Fort -0, Ref+4. Will +1'''
  
[[Str 15]], Dex 14, [[Con 15]], Int 3, Wis 12, Cha 9
+
Str 3, Dex 19, Con , Int 4, Wis 12, Cha 10
  
'''Skills:''' Spot +5, Survival +[[3]]*
+
'''Feats''' Skill Focus (Craft), Spring Attack, Weapon Finesse
  
'''Skills():''' Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
+
'''Skills''' Craft (any one) +4, Hide +12, Listen +1, Spot +1
  
'''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.  
+
'''Poison(Ex):''' Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC includes a +2 racial bonus.  
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
+
'''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.
  
  
====Celestial Giant Bombardier Beetle====
+
====Devil, Lemure====
Medium Magical Beast (); CR 2; HD 2d8+[[8]];
+
Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8;
'''hp [[17]]''';
+
'''hp 9''';
  
 
'''Init''' +0;
 
'''Init''' +0;
'''Spd''' 30 ft.;
+
'''Spd''' 20 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 16 (+6 natural), touch 10, flat-footed 16;  
+
'''AC''' 14 (+4 natural) touch 10, flat-footed 14;  
  
Base Atk +1; Grp +[[4]];
+
Base Atk +2; Grp +2;
'''Atk''' Bite +[[4]] melee (1d4+[[3]]);
+
'''Atk''' Claw +2 melee (1d4);
'''Full Atk''' Bite +[[4]] melee (1d4+[[3]]);
+
'''Full Atk''' 2 claws +2 melee (1d4);
  
'''SA''' Acid spray, smite evil;
+
'''SA''' -;
'''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7;  
+
'''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''' NG; SV
+
'''AL''' LE; SV
'''Fort +[[7]], Ref +0, Will +0''';
+
'''Fort +3, Ref +3, Will +3''';
  
[[Str 17]], Dex 10, [[Con 18]], Int 3, Wis 10, Cha 9
+
Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
  
'''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.
+
'''Mindless(Ex):''' Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  
'''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 Squid====
 +
Medium Magical Beast (Aquatic); CR 1; HD 3d8;
 +
'''hp 13''';
  
====Celestial Dog, Riding====
+
'''Init''' +3;
Medium Magical Beast (); CR 1; HD 2d8+[[8]];
+
'''Spd''' Swim 60 ft.;
'''hp [[17]]''';
 
 
 
'''Init''' +2;
 
'''Spd''' 40 ft.;
 
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;  
+
'''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;  
  
Base Atk +1; Grp +[[5]];
+
Base Atk +2; Grp +8*;
'''Atk''' Bite +[[5]] melee (1d6+[[5]]);
+
'''Atk''' Arms +4 melee (0);  
'''Full Atk''' Bite +[[5]] melee (1d6+[[5]]);
+
'''Full Atk''' Arms +4 melee (0) and bite -1 melee (1d6+1);
  
'''SA''' smite evil;
+
'''SA''' Improved grab, smite good;
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7;
+
'''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8;
'''AL''' NG; SV
+
'''AL''' LE; SV
'''Fort +[[7]], Ref +5, Will +1''';
+
'''Fort +3, Ref +6, Will +2''';
 +
 
 +
Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
  
[[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6
+
'''Skills: ''' Listen +7, Spot +7, Swim +10
  
'''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
+
'''Feats: ''' Alertness, Endurance
  
'''Feats:''' Alertness, Track
+
'''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.
  
'''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
+
'''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.  
  
'''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.  
+
'''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():''' 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():''' 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 Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe
+
'''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 Eagle====
+
====Fiendish Wolf====
Small Magical Beast (); CR 1/2; HD 1d8+[[3]];
+
Medium Magical Beast (); CR 1; HD 2d8+4;
'''hp [[7]]''';
+
'''hp 13''';
  
 
'''Init''' +2;
 
'''Init''' +2;
'''Spd''' 10 ft., fly 80 ft. (average);
+
'''Spd''' 50 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;  
+
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;  
  
Base Atk +0; Grp –[[2]];
+
Base Atk +1; Grp +2;
'''Atk''' Talons +3 melee (1d4+[[2]]);  
+
'''Atk''' Bite +3 melee (1d6+1);
'''Full Atk''' 2 talons +3 melee (1d4+[[2]]) and bite -2 melee (1d4+[[2]]);
+
'''Full Atk''' Bite +3 melee (1d6+1);
  
'''SA''' smite evil;
+
'''SA''' Trip, smite good;
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6;
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7;
'''AL''' CG; SV
+
'''AL''' LE; SV
'''Fort +[[5]], Ref +4, Will +2''';
+
'''Fort +5, Ref +5, Will +1''';
  
[[Str 14]], Dex 15, [[Con 16]], Int 3, Wis 14, Cha 6
+
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  
'''Skills:''' Listen +2, Spot +14
+
'''Skills: ''' Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
  
'''Feats:''' Weapon Finesse
+
'''Feats: ''' Track, Weapon Focus (bite)
  
'''Skills():''' Eagles have a +8 racial bonus on Spot checks.
+
'''Skills():''' *Wolves 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 +1 extra damage against an evil foe
+
'''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
  
====Clockwork Mender====
 
Tiny construct (extraplanar, lawful);CR 1/2; HD 1d8;
 
'''hp 5'''
 
  
'''Init''' +4;
+
====Fiendish Monstrous Centipede, Large====
'''Spd''' 10 ft., fly 30 ft.(perfect);
+
Large Magical Beast (); CR 1; HD 3d8;
'''Space/Reach 2-1/2 ft./ 2-1/2 ft.;  
+
'''hp 13''';
'''AC''' 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14;
 
  
Base Atk +0 Grp –[[10]];
+
'''Init''' +2;
'''Atk''' Sting +6 melee (ld2-[[2]] plus poison)
+
'''Spd''' 40 ft., climb 40 ft.;
'''Full Atk''' Sting +6 melee (ld2-[[2]] plus poison)
+
'''Space/Reach''' 10 ft./5 ft.;
 +
'''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;
  
'''SA''' aligned strike(lawful), repairing touch
+
Base Atk +2; Grp +7;
'''SQ''' construct traits, repairing touch, low-light vision, Darkvision 60 ft.
+
'''Atk''' Bite +3 melee (1d8+1 plus poison);
'''AL''' LN; SV
+
'''Full Atk''' Bite +3 melee (1d8+1 plus poison);
'''Fort +[[2]], Ref +4. Will +1''';
 
  
[[Str 7]], Dex 19, Con —, Int 4, Wis 12, Cha 10
+
'''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''';
  
'''Feats''' Skill Focus (Craft), Spring Attack, Weapon Finesse
+
Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
  
'''Skills''' Craft (any one) +4, Hide +12, Listen +1, Spot +1
+
'''Skills: ''' Climb +10, Hide +6, Spot +4
  
'''Poison(Ex):''' Injury, Fortitude DC [[14]] initial and secondary damage 1d4 Dex. The save DC includes a +2 racial bonus.
+
'''Feats: ''' Weapon Finesse
  
'''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.
+
'''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.
  
====Devil, Lemure====
+
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
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]];
+
====Monstrous Crab, Medium====
'''Atk''' Claw +[[4]] melee (1d4+[[2]]);
+
Medium Vermin (Aquatic); CR 2; HD 3d8+6;
'''Full Atk''' 2 claws +[[4]] melee (1d4+[[2]]);
+
'''19 hp'''
  
'''SA''' -;
+
'''Init''' +0
'''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;]]
+
'''Spd''' 20 ft.
'''AL''' LE; SV
+
'''Space/Reach''' 5 ft./5 ft.
'''Fort +[[5]], Ref +3, Will +3''';
+
'''AC''' 16 (+6 natural), touch 10, flat-looted 16
  
[[Str 14]], Dex 10, [[Con 14]], Int 3, Wis 11, Cha 5
+
Base Attack/Grapple: +2/+8
 +
'''Atk''' Claw -4 melee (ld6+2)
 +
'''Full Atk''' 2 claws +4 melee (ldfi+2)
  
'''Mindless(Ex):''' Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
+
'''SA''' Constrict 2d6+2, Improved Grab
 +
'''SQ''' Amphibious, low-light vision, scent
 +
'''AL''' N; SV
 +
'''Fort +4, Ref+1, Will +1'''
  
 +
Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2
  
====Fiendish Squid====
+
'''Skills: ''' Hide +4, Spot +4
Medium Magical Beast (Aquatic); CR 1; HD 3d8+[[6]];
 
'''hp [[19]]''';
 
  
'''Init''' +3;
+
'''Feats: ''' Toughnes
'''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]]*;
+
'''Constrict (Ex): ''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
'''Atk''' Arms +[[6]] melee (0);
 
'''Full Atk''' Arms +[[6]] melee (0) and bite +[[1]] melee (1d6+[[3]]);
 
  
'''SA''' Improved grab, smite good;
+
'''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.
'''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
+
'''Amphibious (Ex): ''' Although monstrous crabs arc aquatic, they can survive indefinitely on land.
  
'''Skills: ''' Listen +7, Spot +7, Swim +[[12]]
+
'''Vermin Traits: ''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
  
'''Feats: ''' Alertness, Endurance
+
'''Skills(): ''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
  
'''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.
+
====Fiendish Shark, Medium====
 +
Medium Magical Beast (Aquatic); CR 1; HD 3d8+3;
 +
'''hp 16''';
  
'''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.
+
'''Init''' +2;
 +
'''Spd''' Swim 60 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.
 +
'''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13;
  
'''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
+
Base Atk +2; Grp +3;
 +
'''Atk''' Bite +4 melee (1d6+1);
 +
'''Full Atk''' Bite +4 melee (1d6+1);
  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
+
'''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
  
====Fiendish Wolf====
+
'''Skills: ''' Listen +6, Spot +6, Swim +9
Medium Magical Beast (); CR 1; HD 2d8+[[8]];
 
'''hp [[17]]''';
 
  
'''Init''' +2;
+
'''Feats: ''' Alertness, Weapon Finesse
'''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]];
+
'''Blindsense(Ex): ''' A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
'''Atk''' Bite +[[5]] melee (1d6+[[3]]);
 
'''Full Atk''' Bite +[[5]] melee (1d6+[[3]]);
 
  
'''SA''' Trip, smite good;
+
'''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.
'''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():''' 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.
  
'''Skills: ''' Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +[[3]]*
+
'''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: ''' Track, Weapon Focus (bite)
 
  
'''Skills():''' *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
+
====Fiendish Monstrous Spider, Medium====
 +
Medium Magical Beast (); CR 1; HD 2d8+2;
 +
'''hp 11''';
  
'''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.
+
'''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;
  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
+
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''';
  
====Fiendish Monstrous Centipede, Large====
+
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Large Magical Beast (); CR 1; HD 3d8+[[6]];
 
'''hp [[19]]''';
 
  
'''Init''' +2;
+
'''Skills: ''' Climb +11, Hide +7*, Jump +0*, Spot +4*
'''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]];
+
'''Feats: ''' Weapon Finesse
'''Atk''' Bite +[[4]] melee (1d8+[[3]] plus poison);
 
'''Full Atk''' Bite +[[4]] melee (1d8+[[3]] plus poison);
 
  
'''SA''' Poison, smite good;
+
'''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
'''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():''' 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.
  
'''Skills: ''' Climb +[[12]], Hide +6, Spot +4
+
'''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.
  
'''Feats: ''' Weapon Finesse
+
'''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
  
'''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.
+
====Fiendish Sea Snake, Medium Viper====
 +
Medium Magical Beast (); CR 1; HD 2d8;
 +
'''hp 9''';
  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
+
'''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 +0;
 +
'''Atk''' Bite +4 melee (1d4-1 plus poison);
 +
'''Full Atk''' Bite +4 melee (1d4-1 plus poison);
  
====Fiendish Monstrous Crab, Medium====
+
'''SA''' Poison, smite good;
Medium Vermin (Aquatic); CR 2; HD 3d8+[[12]];
+
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7;  
'''hp [[25]]'''
+
'''AL''' CE; SV
 +
'''Fort +3, Ref +6, Will +1''';
  
'''Init''' +0
+
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
'''Spd''' 20 ft.
 
'''Space/Reach''' 5 ft./5 ft.
 
'''AC''' 16 (+6 natural), touch 10, flat-looted 16
 
  
Base Atk +2; Grp +[[10]];
+
'''Skills: ''' Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7*
'''Atk''' Claw +[[6]] melee (1d6+[[4]])
 
'''Full Atk''' 2 claws +[[6]] melee (ld6+[[4]])
 
  
'''SA''' Constrict 2d6+[[4]], Improved Grab
+
'''Feats: ''' Weapon Finesse
'''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
+
'''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.
  
'''Skills: ''' Hide +4, Spot +4
+
'''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.
  
'''Feats: ''' Toughnes
+
'''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.
  
'''Constrict (Ex): ''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
+
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
  
'''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.
+
====Nerra, Varoot====
 +
Medium-Size Outsider (Extraplanar); CR 1; HD ld8+l;
 +
'''5 hp'''
  
'''Vermin Traits: ''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
+
'''Init:''' +6
 +
'''Spd''' 30 ft.
 +
'''Space/Reach''' 5 ft./5 ft.
 +
'''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
  
'''Skills(): ''' A monstrous crab has a +4 racial bonus on Hide and Spot checks.
+
Base At +1/ Grp +1
 +
'''Atk''' Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding).
 +
'''Full Atk''' Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding).
  
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe.
+
'''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 +3, Ref+4, Will +4'''
  
 +
Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17
  
====Fiendish Shark, Medium====
+
'''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
Medium Magical Beast (Aquatic); CR 1; HD 3d8+[[9]];
 
'''hp [[22]]''';
 
  
'''Init''' +2;
+
'''Feats: ''' Exotic Weapon Proficiency (shard longsword) (B), Exotic Weapon Proficiency (shard dagger) (B), Improved Initiative.
'''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]];
+
'''Spell-Like Abilities: ''' 3/day - change self; l/day - mirror image. Caster level 12th; save DC 13 + spell level.
'''Atk''' Bite +[[5]] melee (1d6+[[3]]);
 
'''Full Atk''' Bite +[[5]] melee (1d6+[[3]]);
 
  
'''SA''' smite good;
+
'''Outsider Traits: ''' Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
'''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
+
'''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.
  
'''Skills: ''' Listen +6, Spot +6, Swim +[[11]]
+
'''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.
  
'''Feats: ''' Alertness, Weapon Finesse
+
'''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.
  
'''Blindsense(Ex): ''' A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
+
'''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.
  
'''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.
+
[[racial abilities to be added, mirror junp etc]]
  
'''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.
+
====Kaorti====
 +
Medium-Size Outsider (Evil, Extraplanar); CR 1; HD 2d8;
 +
'''9 hp'''
  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe
+
'''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 ld6-2), or ribbon dagger +4 melee (ld4-2/x4), or darts +4 ranged (ld4-2).
 +
'''Full Atk''' Bite +1 melee (Vile ld6-2), or ribbon dagger +4 melee (ld4-2/x4), or darts +4 ranged (ld4-2).
  
====Fiendish Monstrous Spider, Medium====
+
'''SA''' Spell-like abilities, vile transformation
Medium Magical Beast (); CR 1; HD 2d8+[[6]];
+
'''SQ''' Material vulnerability, outsider traits, poison immunity
'''hp [[15]]''';
+
'''AL''' NE; SV
 +
'''Fort +3, Ref +5, Will +3''';
  
'''Init''' +3;
+
Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16
'''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]];
+
'''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)
'''Atk''' Bite +4 melee (1d6+[[2]] plus poison);
 
'''Full Atk''' Bite +4 melee (1d6+[[2]] plus poison);
 
  
'''SA''' Poison, web, smite good;
+
'''Feats:''' Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse
'''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
+
'''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.
  
'''Skills: ''' Climb +[[13]], Hide +7*, Jump +[[2]]*, Spot +4*
+
'''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.
  
'''Feats: ''' Weapon Finesse
+
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.
  
'''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
+
'''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.
  
'''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.
+
'''Outsider Traits:''' Kaortis have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life).
  
'''Tremorsense(Ex): ''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.  
+
'''Skills():''' Kaortis have a +8 racial bonus on Heal checks.
  
'''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
+
====Howler Wasp====
 +
Small aberration; CR 1; HD 2d8+4;
 +
'''hp 13'''
  
 
+
'''Init''' +1;
====Fiendish Sea Snake, Medium Viper====
+
'''Spd''' 10 ft., fly 60 ft. (good)
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.
 
'''Space/Reach''' 5 ft./5 ft.
'''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
+
'''AC''' 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
  
Base Atk +1; Grp +[[2]];
+
Base Atk +1; Grp -2
'''Atk''' Bite +4 melee (1d4+[[1]] plus poison);
+
'''Atk''' Bite +3 melee (ld4+l), or Claw +1 melee (ld3), or Sting +3 melee (ld3+l plus poison)  
'''Full Atk''' Bite +4 melee (1d4+[[1]] plus poison);
+
'''Full Atk''' Bite +3 melee (ld4+l) and 2 Claws +1 melee (ld3) or Sting +3 melee (ld3+l plus poison)
  
'''SA''' Poison, smite good;
+
'''SA''' poison (DC 13, ld6 Dex/ld6 Dex)
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7;
+
'''SQ''' inciting pheromone, darkvision 60 ft.; Listen +3, Spot +4
 
'''AL''' CE; SV
 
'''AL''' CE; SV
'''Fort +[[5]], Ref +6, Will +1''';
+
'''Fort +2, Ref +l, Will+4''';
  
[[Str 12]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2
+
Str 12, Dex 13, Con 15, Int 3, Wis 13, Cha 6
  
'''Skills: ''' Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +[[9]]*
+
'''Feats''' Multiattack
 +
'''Skills''' Listen +3, Spot +4
  
'''Feats: ''' Weapon Finesse
+
'''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.
  
'''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.
+
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.
 
 
'''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.
+
=== Summon Monster III - [[under construction]] ===
  
'''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe
+
Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/day)
  
 +
Scare – (3rd) (Dretch) (2/12) (1/day)
 +
Stinking Cloud- (2nd) (Dretch) (2/13) (1/day)
  
====Nerra, Varoot====
+
'''
Medium-Size Outsider (Extraplanar); CR 1; HD 1d8+[[3]];
+
====Bacchae ====
'''[[7]] hp'''
+
Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+4;
 +
'''hp 13'''
  
'''Init:''' +6
+
'''Init''' +1;
 
'''Spd''' 30 ft.
 
'''Spd''' 30 ft.
'''Space/Reach''' 5 ft./5 ft.
+
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
+
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15;
  
Base At +1/ Grp +[[3]]
+
Base Atk +2; Grp +4
'''Atk''' Shard longsword +[[5]] melee (1d8+[[4]] plus wounding), or shard dagger +5 ranged (1d4+[[4]] plus wounding).
+
'''Atk''' Claw +4 melee (1d4+2), or rock +3 ranged (1d6+3);
'''Full Atk''' Shard longsword +[[5]] melee (1d8+[[4]] plus wounding), or shard dagger +5 ranged (1d4+[[4]] plus wounding).
+
'''Full Atk''' 2 claws +4 melee (1d4+2), or rock +3 ranged (1d6+3)  
  
'''SA''' Spell-like abilities
+
'''SA''' Debauch, Rage, Rend 2d4+3;
'''SQ''' Cold resistance 5, electricity resistance 5, fire resistance 5, mirror jump, outsider traits, reflective spell resistance 13, sonic vulnerability
+
'''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11;
'''AL''' N; SV
+
'''AL''' CN; SV
'''Fort +[[5]], Ref +4, Will +4'''
+
'''Fort +7, Ref +4, Will +2''';
  
[[Str 14]], Dex 15, [[Con 16]], Int 11, Wis 14, Cha 17
+
Str 14, Dex 13, Con 15, int 10, Wis 9, Cha 14
  
'''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
+
'''Skills:''' Balance +3, Intimidate +8, Jump +10, Listen +5, Perform(any four) +6, Spot +5, Survival +5, Tumble +7
  
'''Feats: ''' Exotic Weapon Proficiency (shard longsword) (B), Exotic Weapon Proficiency (shard dagger) (B), Improved Initiative.
+
'''Feats:''' Great Fortitude
  
'''Spell-Like Abilities: ''' 3/day - change self; l/day - mirror image. Caster level 12th; save DC 13 + spell level.
+
'''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.  
  
'''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.
+
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.
  
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.
+
'''Immunity to Polymorph():''' Bacchae are immune to polymorphing.  
  
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.
+
'''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.
  
'''Outsider Traits: ''' Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
+
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).  
  
'''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.
+
'''Spell-Like Abilities:''' 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level.
  
'''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.
+
'''Outsider Traits:''' Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
  
'''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.
+
====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;
  
====Kaorti====
+
Base Atk +3; Grp +8
Medium-Size Outsider (Evil, Extraplanar); CR 1; HD 2d8+[[4]];
+
'''Atk''' Scimitar +4 melee (1d6+2/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +4 melee (1d6+2);
'''hp [[13]]'''
+
'''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)
  
'''Init''' +2
+
'''SA''' Powerful charge 2d6+2;
'''Spd''' 30 ft.
+
'''SQ''' Bariaur traits, SR 11+class level;
'''Space/Reach''' 5 ft./5 ft.
+
'''AL''' CG; SV
'''AC''' 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12, flat-footed 16
+
'''Fort +4, Ref +3, Will +3 (+5 against spells and spell-like abilities)'''
  
Base Atk +2; Grp +0
+
Str 15, Dex 10, Con 13, Int 10, Wis 10, Cha 9
'''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
+
'''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
'''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
+
'''Feats:''' Point Blank Shot, Power Attack
  
'''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)
+
'''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.
  
'''Feats:''' Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse
+
'''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-Like Abilities:''' 1/day—alter self, color spray, feather (all, ray of enfeeblement, reduce, spider climb. Caster level 2nd; save DC 14 + spell level.
+
'''Spell Resistance (Ex):''' Bariaurs gain spell resistance equal to 11 + class 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.
+
'''Skills():''' A bariaur’s keen senses grant it a +2 racial bonus on Listen and Spot checks (already factored into the statistics given above).
  
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.
+
'''Outsider Traits:''' Bariaurs have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
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).
+
====Celestial Bear, Black====
 +
Medium Magical Beast (); CR 2; HD 3d8+6;
 +
'''hp 19'''
 +
'''Init''' +1;
 +
'''Spd''' 40 ft.;
  
'''Skills():''' Kaortis have a +8 racial bonus on Heal checks.
+
'''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);
  
====Howler Wasp====
+
'''SA''' smite evil;
Small aberration; CR 1; HD 2d8+[[8]];
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
'''hp [[17]]'''
+
'''AL''' LG; SV
 +
'''Fort +5, Ref +4, Will +2''';
  
'''Init''' +1;
+
Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
'''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]]
+
'''Skills:''' Climb +4, Listen +4, Spot +4, Swim +8
'''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)
+
'''Feats:''' Endurance, Run
'''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
+
'''Skills():''' A black bear has a +4 racial bonus on Swim checks.
  
'''Feats''' Multiattack
+
'''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''' 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.
+
====Celestial Bison====
 +
Large Magical Beast (); CR 3; HD 5d8+15;
 +
'''hp 37'''
  
=== Summon Monster III ===
+
'''Init''' +0;
 +
'''Spd''' 40 ft.;
 +
'''Space/Reach''' 10 ft./5 ft.;
 +
'''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13;
  
Spell Name – (spell level)(Creature)(CL/DC)(#/day)
+
Base Atk +3; Grp +13
 +
'''Atk''' Gore +8 melee (1d8+9);
 +
'''Full Atk''' Gore +8 melee (1d8+9)
  
* Charm person (1st) -  - Bacchae (7/12) (3/day)
+
'''SA''' Stampede, smite evil;
* Dancing lights (0th) - Eladrin, Coure (4/-) (At will)
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10;
* Detect evil (0th) - Guardinal, Musteval (3/-) (At will)
+
'''AL''' NG; SV
* Detect evil (0th) - Eladrin, Coure (4/-) (At will)
+
'''Fort +7, Ref +4, Will +1''';
* 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)
 
  
 +
Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
  
====Bacchae ====
+
'''Skills:''' Listen +7, Spot +5
Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+[[8]];
 
'''hp [[17]]'''
 
  
'''Init''' +1;
+
'''Feats:''' Alertness, Endurance
'''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]]
+
'''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.
'''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]];
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe.
'''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
+
====Celestial Dire Badger====
 +
Medium Magical Beast (); CR 2; HD 3d8+15;
 +
'''hp 28'''
  
'''Feats:''' Great Fortitude
+
'''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;
  
'''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.
+
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)
  
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.
+
'''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''';
  
'''Immunity to Polymorph():''' Bacchae are immune to polymorphing.
+
Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
  
'''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]].
+
'''Skills:''' Listen +6, Spot +6
  
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.
+
'''Feats:''' Alertness, Toughness, Track
  
'''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).  
+
'''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.
  
'''Spell-Like Abilities:''' 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level.
+
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
  
'''Outsider Traits:''' Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
 
  
 +
====Celestial Hippogriff====
 +
Large Magical Beast (); CR 2; HD 3d10+9;
 +
'''hp 25'''
  
====Bariaur====
+
'''Init''' +2;
Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+[[9]];
+
'''Spd''' 50 ft., fly 100 ft. (average);
'''hp [[22]]'''
+
'''Space/Reach''' 10 ft./5 ft.;
 +
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
  
'''Init''' +0;
+
Base Atk +3; Grp +11
'''Spd''' 30 ft. (in scale mail barding), base 40 ft.;
+
'''Atk''' Claw +6 melee (1d4+4);
'''Space/Reach''' 10 ft./10 ft.;
+
'''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
'''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14;
 
  
Base Atk +3; Grp +[[10]]
+
'''SA''' smite evil;
'''Atk''' Scimitar +[[6]] melee (1d6+[[4]]/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +[[6]] melee (1d6+[[4]]);
+
'''SQ''' Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8;
'''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
 
'''AL''' CG; SV
'''Fort +[[6]], Ref +3, Will +3 (+5 against spells and spell-like abilities)'''
+
'''Fort +6, Ref +5, Will +2''';
  
[[Str 19]], Dex 10, [[Con 17]], Int 10, Wis 10, Cha 9
+
Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
  
'''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:''' Listen +4, Spot +8
  
'''Feats:''' Point Blank Shot, Power Attack
+
'''Feats:''' Dodge, Wingover
  
'''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.  
+
'''Skills():''' Hippogriffs have a +4 racial bonus on Spot checks.
  
'''Bariaur Traits (Ex):''' Banaurs benefit from the following racial traits:
+
'''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.
• 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.
+
'''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():''' 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).
+
====Demon, Dretch====
 +
Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+4;
 +
'''hp 13'''
  
 +
'''Init''' +0;
 +
'''Spd''' 20 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
  
====Celestial Bear, Black====
+
Base Atk +2; Grp -1
Medium Magical Beast (); CR 2; HD 3d8+[[12]];
+
'''Atk''' Claw +4 melee (1d6+1);
'''hp [[25]]'''
+
'''Full Atk''' 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
'''Init''' +1;
 
'''Spd''' 40 ft.;
 
  
'''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12;
+
'''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''';
  
Base Atk +2; Grp +[[8]];
+
Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
'''Atk''' Claw +[[8]] melee (1d4+[[6]]);
 
'''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d6+[[4]]);
 
  
'''SA''' smite evil;
+
'''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
'''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
+
'''Feats:''' Multiattack
  
'''Skills:''' Climb +[[6]], Listen +4, Spot +4, Swim +[[10]]
+
'''Spell-Like Abilities():''' 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.
  
'''Feats:''' Endurance, Run
+
'''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.
  
'''Skills():''' A black bear has a +4 racial bonus on Swim checks.
+
'''Telepathy(Su):''' Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
+
'''Outsider Traits:''' Dretches have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
  
  
====Celestial Bison====
+
====Demon, Nashrou====
Large Magical Beast (); CR 3; HD 5d8+[[25]];
+
Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+24;
'''hp [[47]]'''
+
'''hp 42'''
  
'''Init''' +0;
+
'''Init''' +6;
'''Spd''' 40 ft.;
+
'''Spd''' 50 ft.
'''Space/Reach''' 10 ft./5 ft.;
+
'''Space/Reach''' 10 ft./ 10 ft;
'''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13;
+
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
  
Base Atk +3; Grp +[[15]]
+
Base Atk +4; Grp +10
'''Atk''' Gore +[[10]] melee (1d8+[[11]] magic);
+
'''Atk''' Gore +5 melee (1d8+2) or Claw +3 melee (1d6+1);
'''Full Atk''' Gore +[[10]] melee (1d8+[[11]] magic)
+
'''Full Atk''' 2 Gores +5 melee (1d8+2) and 2 Claws +3 melee (1d6+1)  
  
'''SA''' Stampede, smite evil;
+
'''SA'''
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10;
+
'''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals;
'''AL''' NG; SV
+
'''AL''' CE; SV
'''Fort +[[9]], Ref +4, Will +1''';
+
'''Fort +10, Ref +6, Will +4''';
 +
 +
Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8
  
[[Str 26]], Dex 10, [[Con 20]], Int 3, Wis 11, Cha 4
+
'''Feats:''' Improved Initiative, Multiattack
  
'''Skills:''' Listen +7, Spot +5
+
'''SkiIls: ''' Jump +17, Listen +7. Spot +7, Survival +7
  
'''Feats:''' Alertness, Endurance
+
'''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.
  
'''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.
+
'''Outsider Traits:''' Nashrou have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe.
 
  
 +
====Eladrin, Coure====
 +
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD d8+2;
 +
'''hp 11'''
  
====Celestial Dire Badger====
+
'''Init''' +7;
Medium Magical Beast (); CR 2; HD 3d8+[[21]];
+
'''Spd''' 20ft. fly 60 ft. (perfect)
'''hp [[34]]'''
+
'''Space/Reach''' 2 1/2 ft./0 ft.;
 +
'''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15;
  
'''Init''' +3;
+
Base Atk +2; Grp -8
'''Spd''' 30 ft., burrow 10 ft.;
+
'''Atk''' Tiny dagger +11 melee (1d2-2);
'''Space/Reach''' 5 ft./5 ft.;
+
'''Full Atk''' Tiny dagger +11 melee (1d2-2)
'''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
 
  
Base Atk +2; Grp +[[6]]
+
'''SA''' Spell-like abilities;
'''Atk''' Claw +[[6]] melee (1d4+[[4]]);
+
'''SQ''' Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues;
'''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]) and bite +[[1]] melee (1d6+[[3]])
+
'''AL''' CG; SV
 +
'''Fort +4 (+8 vs poison), Ref +10, Will +3''';
  
'''SA''' Rage, smite evil;
+
Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
'''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:''' 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)
  
'''Skills:''' Listen +6, Spot +6
+
'''Feats:''' Weapon Finesse
  
'''Feats:''' Alertness, Toughness, Track
+
'''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.
  
'''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.
+
'''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.  
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
+
'''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).
  
====Celestial Hippogriff====
+
'''Immunities:''' Eladrins are immune to electricity and petrification. They have a +4 racial bonus on saves against poison.
Large Magical Beast (); CR 2; HD 3d10+[[15]];
 
'''hp [[31]]'''
 
  
'''Init''' +2;
+
'''Energy Resistance (Ex):''' Eladrins have resistance to acid 10 and cold 10.  
'''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]]
+
'''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.
'''Atk''' Claw +[[8]] melee (1d4+[[6]]);
 
'''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d8+[[4]])
 
  
'''SA''' smite evil;
+
'''Outsider Traits:''' Eladrins have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
'''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
+
====Air Elemental, Small====
 +
Small Elemental (Air, Extraplanar); CR 1; HD 2d8;
 +
'''hp 9'''
  
'''Feats:''' Dodge, Wingover
+
'''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;
  
'''Skills():''' Hippogriffs have a +4 racial bonus on Spot checks.
+
Base Atk +1; Grp -3
 +
'''Atk''' Slam +5 melee (1d4);
 +
'''Full Atk''' Slam +5 melee (1d4)
  
'''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.
+
'''SA''' Air mastery, whirlwind;
 +
'''SQ''' Darkvision 60 ft., elemental traits;
 +
'''AL''' N; SV
 +
'''Fort +0, Ref +6, Will +0''';
  
'''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe
+
Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
  
 +
'''Skills:''' Listen +2, Spot +3
  
====Demon, Dretch====
+
'''Feats:''' Flyby Attack, Improved Initiative, Weapon Finesse
Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+[[8]];
+
 
'''hp [[17]]'''
+
'''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
 +
 
 +
 
 +
====Earth Elemental, Small====
 +
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2;
 +
'''hp 11'''
  
'''Init''' +0;
+
'''Init''' -1;
 
'''Spd''' 20 ft.;
 
'''Spd''' 20 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
 
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16;
+
'''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17;  
  
Base Atk +2; Grp +[[1]]
+
Base Atk +1; Grp +0
'''Atk''' Claw +[[6]] melee (1d6+[[3]]);
+
'''Atk''' Slam +5 melee (1d6+4);
'''Full Atk''' 2 claws +[[6]] melee (1d6+[[3]]) and bite +[[4]] melee (1d4+[[2]])
+
'''Full Atk''' Slam +5 melee (1d6+4)
  
'''SA''' Spell-like abilities, summon demon;
+
'''SA''' Earth mastery, push;
'''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''' Darkvision 60 ft., earth glide, elemental traits;
'''AL''' CE; SV
+
'''AL''' N; SV
'''Fort +[[7]], Ref +3, Will +3''';
+
'''Fort +4, Ref -1, Will +0''';
  
[[Str 16]], Dex 10, [[Con 18]], Int 5, Wis 11, Cha 11
+
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  
'''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
+
'''Skills:''' Listen +3, Spot +2
  
'''Feats:''' Multiattack
+
'''Feats:''' Power Attack
  
'''Spell-Like Abilities():''' 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.  
+
'''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.)
  
'''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.  
+
'''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.
  
'''Telepathy(Su):''' Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.
+
'''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.
 
 
'''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====
+
====Fire Elemental, Small====
Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+[[32]];
+
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8;
'''hp [[50]]'''
+
'''hp 9'''
  
'''Init''' +6;
+
'''Init''' +5;
'''Spd''' 50 ft.
+
'''Spd''' 50 ft.;
'''Space/Reach''' 10 ft./ 10 ft;
+
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
+
'''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14;
  
Base Atk +4; Grp +[[12]]
+
Base Atk +1; Grp -3
'''Atk''' Gore +[[7]] melee (1d8+[[4]]) or Claw +[[5]] melee (1d6+[[3]]);
+
'''Atk''' Slam +3 melee (1d4 plus 1d4 fire);
'''Full Atk''' 2 Gores +[[7]] melee (1d8+[[4]]) and 2 Claws +[[5]] melee (1d6+[[3]])  
+
'''Full Atk''' Slam +3 melee (1d4 plus 1d4 fire)
  
'''SA'''
+
'''SA''' Burn;
'''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals;
+
'''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;
'''AL''' CE; SV
+
'''AL''' N; SV
'''Fort +[[12]], Ref +6, Will +4''';
+
'''Fort +0, Ref +4, Will +0''';
 
[[Str 19]], Dex 14, [[Con 26]], Int 2, Wis 11, Cha 8
 
  
'''Feats:''' Improved Initiative, Multiattack
+
Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  
'''SkiIls: ''' Jump +[[19]], Listen +7. Spot +7, Survival +[[9]]
+
'''Skills:''' Listen +2, Spot +3
  
'''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.
+
'''Feats:''' Dodge, Improved Initiative, Weapon Finesse
  
'''Outsider Traits:''' Nashrou have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
+
'''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.
  
  
====Eladrin, Coure====
+
====Water Elemental, Small====
Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD 2d8+[[6]];
+
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+2;
'''hp [[15]]'''
+
'''hp 11'''
  
'''Init''' +7;
+
'''Init''' +0;
'''Spd''' 20ft. fly 60 ft. (perfect)
+
'''Spd''' 20 ft., swim 90 ft.;
'''Space/Reach''' 2 1/2 ft./0 ft.;
+
'''Space/Reach''' 5 ft./5 ft.;
'''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15;
+
'''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17;
  
Base Atk +2; Grp –[[6]]
+
Base Atk +1; Grp -1
'''Atk''' Tiny dagger +11 melee (1d2+[[0]]);
+
'''Atk''' Slam +4 melee (1d6+3);
'''Full Atk''' Tiny dagger +11 melee (1d2+[[0]])
+
'''Full Atk''' Slam +4 melee (1d6+3)
  
'''SA''' Spell-like abilities;
+
'''SA''' Water mastery, drench, vortex;
'''SQ''' Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues;
+
'''SQ''' Darkvision 60 ft., elemental traits;
'''AL''' CG; SV  
+
'''AL''' N; SV
'''Fort +[[6]] (+[[10]] vs poison), Ref +10, Will +3''';
+
'''Fort +4, Ref +0, Will +0''';
  
[[Str 10]], Dex 24, [[Con 16]], Int 12, Wis 10, Cha 14
+
Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  
'''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:''' Listen +2, Spot +3
  
'''Feats:''' Weapon Finesse
+
'''Feats:''' Power Attack
  
'''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.  
+
'''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.  
  
'''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.  
+
'''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).
  
'''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.)
+
'''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():''' Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above).  
+
'''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.
  
'''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.
+
====Fiendish Ape====
 +
Large Magical Beast (); CR 3; HD 4d8+11;
 +
'''hp 29'''
  
'''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.
+
'''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;
  
'''Outsider Traits:''' Eladrins have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
+
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''';
  
====Elemental, Small (Air)====
+
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Small Elemental (Air, Extraplanar); CR 1; HD 2d8+[[4]];
 
'''hp [[13]]'''
 
  
'''Init''' +7;
+
'''Skills:''' Climb +14, Listen +6, Spot +6
'''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]]
+
'''Feats:''' Alertness, Toughness
'''Atk''' Slam +[[7]] melee (1d4+[[2]]);
 
'''Full Atk''' Slam +[[7]] melee (1d4+[[2]])
 
  
'''SA''' Air mastery, whirlwind;
+
'''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.
'''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
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe.
  
'''Skills:''' Listen +2, Spot +3
 
  
'''Feats:''' Flyby Attack, Improved Initiative, Weapon Finesse
+
====Fiendish Boar====
 +
Medium Magical Beast (); CR 2; HD 3d8+12;
 +
'''hp 25'''
  
'''Air Mastery(Ex):''' Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
+
'''Init''' +0;
 +
'''Spd''' 40 ft.;
 +
'''Space/Reach''' 5 ft./5 ft.;
 +
'''AC''' 16 (+6 natural), touch 10, flat-footed 16;
  
'''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
+
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''';
  
====Elemental, Small (Earth)====
+
Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+[[6]];
 
'''hp [[15]]'''
 
  
'''Init''' -1;
+
'''Skills:''' Listen +7, Spot +5
'''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]]
+
'''Feats:''' Alertness, Toughness
'''Atk''' Slam +[[7]] melee (1d6+[[6]]);
 
'''Full Atk''' Slam +[[7]] melee (1d6+[[6]])
 
  
'''SA''' Earth mastery, push;
+
'''Ferocity(Ex):''' A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
'''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
+
'''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:''' Listen +3, Spot +2
 
  
'''Feats:''' Power Attack
+
====Fiendish Crocodile====
 +
Medium Magical Beast (); CR 2; HD 3d8+9;
 +
'''hp 22'''
  
'''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.)
+
'''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;
  
'''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.
+
Base Atk +2; Grp +6
 +
'''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);
  
'''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.
+
'''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
  
====Elemental, Small (Fire)====
+
'''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +12
Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+[[4]];
 
'''hp [[13]]'''
 
  
'''Init''' +5;
+
'''Feats:''' Alertness, Skill Focus (Hide)
'''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]]
+
'''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.
'''Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire);
 
'''Full Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire)
 
  
'''SA''' Burn;
+
'''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.
'''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():''' 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.
  
'''Skills:''' Listen +2, Spot +3
+
'''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:''' 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.
+
====Fiendish Dire Bat====
 +
Large Magical Beast (); CR 3; HD 4d8+12;
 +
'''hp 30'''
  
 +
'''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;
  
====Elemental, Small (Water)====
+
Base Atk +3; Grp +10
Small Elemental (Water, Extraplanar); CR 1; HD 2d8+[[6]];
+
'''Atk''' Bite +5 melee (1d8+4);
'''hp [[15]]'''
+
'''Full Atk''' Bite +5 melee (1d8+4)
  
'''Init''' +0;
+
'''SA''' smite good;
'''Spd''' 20 ft., swim 90 ft.;
+
'''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9;
'''Space/Reach''' 5 ft./5 ft.;
+
'''AL''' NE; SV
'''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17;
+
'''Fort +7, Ref +10, Will +6''';
  
Base Atk +1; Grp +[[1]]
+
Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
'''Atk''' Slam +[[6]] melee (1d6+[[5]]);
 
'''Full Atk''' Slam +[[6]] melee (1d6+[[5]])
 
  
'''SA''' Water mastery, drench, vortex;
+
'''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8*
'''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
+
'''Feats:''' Alertness, Stealthy
  
'''Skills:''' Listen +2, Spot +3
+
'''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.
  
'''Feats:''' Power Attack
+
'''Skills():''' Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
  
'''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.  
+
'''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe.
  
'''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.
+
====Fiendish Dire Weasel====
 +
Medium Magical Beast (); CR 2; HD 3d8;
 +
'''hp 13'''
  
'''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.
+
'''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)
  
====Fiendish Ape====
+
'''SA''' Attach, blood drain, smite good;
Large Magical Beast (); CR 3; HD 4d8+[[19]];
+
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8;
'''hp [[37]]'''
+
'''AL''' LE; SV
 +
'''Fort +3, Ref +7, Will +4''';
  
'''Init''' +2;
+
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
'''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]]
+
'''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5
'''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;
+
'''Feats:''' Alertness, Stealthy , Weapon Finesse
'''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
+
'''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.
  
'''Skills:''' Climb +[[16]], Listen +6, Spot +6
+
'''Blood Drain(Ex):''' A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
  
'''Feats:''' Alertness, Toughness
+
'''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():''' 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 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;
  
====Fiendish Boar====
+
Base Atk +4; Grp +15
Medium Magical Beast (); CR 2; HD 3d8+[[18]];
+
'''Atk''' Bite +5 melee (2d6+4 plus poison);
'''hp [[31]]'''
+
'''Full Atk''' Bite +5 melee (2d6+4 plus poison)
 
 
'''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]];
+
'''SA''' Poison, smite good;
'''Atk''' Gore +[[6]] melee (1d8+[[5]]);
+
'''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 11;
'''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
 
'''AL''' NE; SV
'''Fort +[[8]], Ref +3, Will +2''';
+
'''Fort +6, Ref +4, Will +2''';
  
[[Str 19]], Dex 10, [[Con 21]], Int 3, Wis 13, Cha 4
+
Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
  
'''Skills:''' Listen +7, Spot +5
+
'''Skills:''' Climb +11, Hide +2, Spot +4
  
'''Feats:''' Alertness, Toughness
+
'''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC14, 1d6 Dex initial and secondary The save DCs are Constitution-based.
  
'''Ferocity(Ex):''' A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
+
'''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
+
'''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 Crocodile====
+
====Fiendish Sea Snake, Large Viper====
Medium Magical Beast (); CR 2; HD 3d8+[[15]];
+
Large Magical Beast (); CR 2; HD 3d8;
'''hp [[28]]'''
+
'''hp 13'''
  
'''Init''' +1;
+
'''Init''' +7;
'''Spd''' 20 ft., swim 30 ft.;
+
'''Spd''' 10 ft., swim 30 ft.;
'''Space/Reach''' 5 ft./5 ft.;
+
'''Space/Reach''' 10 ft./5 ft.;  
'''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;
+
'''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 +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]);
+
'''Atk''' Bite +4 melee (1d4 plus poison);
'''Full Atk''' Bite +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]);
+
'''Full Atk''' Bite +4 melee (1d4 plus poison);
  
'''SA''' Improved grab, smite good;
+
'''SA''' Poison, hold breath, smite good;
'''SQ''' Hold breath, low-light vision, 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 +[[8]], Ref +4, Will +2''';
+
'''Fort +3, Ref +6, Will +2''';
  
[[Str 23]], Dex 12, [[Con 21]], Int 3, Wis 12, Cha 2
+
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
  
'''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +[[14]]
+
'''Skills:''' Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
  
'''Feats:''' Alertness, Skill Focus (Hide)
+
'''Feats:''' Improved Initiative, Weapon Finesse
 
 
'''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]]
+
'''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.
'''Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison);
 
'''Full Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison)
 
  
'''SA''' Poison, smite good;
+
'''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.
'''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.
+
'''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():''' 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.
 
'''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 2,793:
 
'''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
Line 3,112: Line 2,816:
  
 
====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 2,824:
 
'''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 2,847:
  
 
====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 2,855:
 
'''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 2,882:
  
 
====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 2,890:
 
'''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
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'''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 2,915:
  
 
====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 2,924:
  
 
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 3,246: Line 2,950:
 
=== 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
  
 
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)

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