Summon Monster IV
Lantern archon (celestial) LG
Giant owl NG
Giant eagle CG
Celestial lion (animal) CG
Tojanida, Small N
Xorn, Small N
Arrowhawk, Small N
Magmin CN
Imp (devil) LE
Fiendish dire ape LE
Fiendish dire wolf LE
Hell hound LE
Varguouille NE
Fiendish viper, Medium-size CE
Howler CE
Lantern Archon Small Outsider
(Good, Lawful); CR 2; HD 1d8; HP 4;
Init +4; Spd Fly 60 ft. (perfect);
AC 15 (+1 size, +4 natural); Atks 2 light rays +2 ranged touch(1d6);
SA Spell-like abilities; SQ DR 20/+1, Celestial qualities; AL LG; SV
Fort +2, Ref +2, Will +2;
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Speak Celestial, Infernal, and Draconic
Feats: Improved Initiative
Aura of Menace (Su): A righteous aura surrounds archons that
fight or get angry. Any hostile creature within a 20-foot radius of an
archon must succeed at a Will save to resist its effects. The save DC(11).
Those who fail suffer a -2 morale penalty to attacks, AC, and saves for
one day or until they successfully hit the archon that generated the aura.
A creature that has resisted or broken the effect cannot be affected again
by that archon’s aura for one day.
Magic Circle against Evil (Su): A magic circle against evil
effect always surrounds archons, identical with the spell cast by a sorcerer
whose level equals the archon’s Hit Dice. The effect can be dispelled,
but the archon can create it again during its next turn as a free action.
(The defensive benefits from the circle are not included in the statistics
block.)
Teleport (Su): Archons can teleport without error at will, as
the spell cast by a 14th-level sorcerer, except that the creature can transport
only itself and up to 50 pounds of objects.
Tongues (Su): All celestials can speak with any creature that
has a language, as though using a tongues spell cast by a 14th-level sorcerer.
This ability is always active.
Immunities (Ex): All celestials are immune to electricity and
petrification attacks.
All celestials receive a +4 racial bonus to Fortitude saves against
poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot
darkvision.
Light Ray (Ex): A lantern archon’s light rays have a range of
30 feet.
Spell-Like Abilities: At will: aid, detect evil, and continual
flame. These abilities are as the spells cast by a 3rd-level sorcerer.
Giant Owl Large
Magical Beast; CR 3; HD 4d10+4; HP 26;
Init +3; Spd 10 ft., fly 70 ft. (average);
AC 15 (-1 size, +3 Dex, +3 natural); Atks 2 claws +7 melee(1d6+4),
bite +2 melee(1d8+2)
SQ Superior low-light vision; AL NG; SV Fort +5, Ref +7, Will +3
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +6, Listen +16, Move Silently +9*,
Spot +10*, speak Common and Sylvan
Giant owls receive a +8 racial bonus to Listen checks. *They also receive
a +4 racial bonus to Spot checks in dusk and darkness; when in flight,
they gain a +8 bonus to Move Silently checks.
Feats: Alertness
Superior Low-Light Vision (Ex): A giant owl can see five times
as far as a human can in dim light.
Giant Eagle Large Magical Beast;
CR 3; HD 4d10+4; HP 26;
Init +3; Spd 10 ft., fly 80 ft. (average);
AC 15 (-1 size, +3 Dex, +3 natural); Atks 2 claws +7 melee(1d6+4),
bite +2 melee(1d8+2);
SQ Evasion; AL NG; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot
+11*, Wilderness Lore +8, speak Common and Auran
*Giant eagles receive a +4 racial bonus to Spot checks during daylight
hours
Feats: Alertness
Celestial Lion Large Outsider;
CR 4; HD 5d8+10; HP 32;
Init +3 (dex); Spd 40 ft; Face/Reach 5 ft. by 10 ft./5 ft.;
AC 15 (-1 size, +3 Dex, +3 natural); Atks 2 claws +7 melee (1d4+4),
bite +2 melee(1d8+2);
SA Pounce, improved grab, rake 1d4+2, Smite Evil; SQ Scent, Darkvision
60 ft, Acid, cold electricity resistance 10, DR 5/+1 SR 10;
AL CG; SV Fort +6, Ref +7, Will +2;
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently
+11, Spot +5
Lions receive a +4 racial bonus to Balance, Hide, and Move Silently
checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves
to +12.
Pounce (Ex): If a lion leaps upon a foe during the first round
of combat, it can make a full attack even if it has already taken a move
action.
Improved Grab (Ex): To use this ability, the lion must hit with
its bite attack. If it gets a hold, it can rake.
Rake (Ex): A lion that gets a hold can make two rake attacks
(+7 melee) with its hind legs for 1d4+2 damage each. If the lion pounces
on an opponent, it can also rake.
Smite Evil (Su): Once per day the creature can make a normal
attack to deal +5 additional damage against an evil foe.
Tojanida, Adult, Small
Outsider (Water): CR 3; HD 3d8+6; hp 19;
Init +1 (dex); Spd 10 ft., swim 90 ft.;
AC 22 (+1 size, +1 Dex, +10 natural); Atks bite (+6|2d6+2), 2 claws
(+1|1d4+1);
SA Improved grab, ink cloud; SQ All-around vision, acid and cold immunity,
fire and electricity resistance 20;
AL N; SV Fort +5, Ref +4, Will +4
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Hide +11, Intuit Direction +7, Listen +7, Search +6,
Spot +9;
Feats: Blind-Fight
Languages: Aquan
Improved Grab (Ex): To use this ability, the tojanida must hit
with a bite or claw attack. If it gets a hold, it automatically deals that
weapon’s damage each round the hold is maintained. Underwater, a tojanida
can tow a grabbed victim of its own size or smaller at top speed. A favorite
tactic is to grab a single opponent, then withdraw, hauling the opponent
away from its allies.
All-Around Vision (Ex): Tojanidas’ multiple apertures allow
them to look in any direction, bestowing a +4 racial bonus to Spot and
Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black
ink with a radius of 30 feet once per minute as a free action. The effect
is otherwise similar to fog cloud cast by an individual of a level equal
to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up
to 30 feet long, which the tojanida can squirt into an opponent’s eyes.
The affected creature must succeed at a Reflex save or be blinded for 1
round. The save DC is 13 against a juvenile.
Treasure: 300 gold coins
Xorn, Minor Xorn, Small Outsider (Earth):
CR 3; HD 3d8+6; HP 19;
Init +0; Spd 20 ft., burrow 20 ft.;
AC 23 (+1 size, +12 natural); Atks bite (+6|2d8+2), 3 claws (+4|1d3+1);
SA Burrow; SQ Xorn qualities; AL N; SV Fort +5, Ref +3, Will
+3
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +3, Listen +6, Move Silently
+3, Search 6, Spot +8 Speak Terran, Speak Common;
Feats: Multiattack
Burrow (Ex): A xorn 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 xorn flings the xorn back 30 feet, stunning
the creature for 1 round unless it succeeds at a Fortitude save.
Xorn Qualities:
Immunities (Ex): Xorns are immune to fire and cold.
Resistances (Ex): Xorns have electricity resistance 10.
Half Damage from Slashing (Ex): Slashing weapons deal only half
damage to xorns, with a minimum of 1 point of damage.
All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow
them to look in any direction, bestowing a +4 racial bonus to Spot and
Search checks. Xorns can’t be flanked.
Tremorsense (Ex): Xorns can automatically sense the location
of anything within 60 feet that is in contact with the ground.
Arrowhawk, Juvenile Small Outsider
(Air): CR 3; HD 3d8+3; HP 16;
Init +5; Spd Fly 60 ft. (perfect);
AC 20 (+1 size, +5 Dex, +4 natural); Atks Electricity ray +9 ranged
touch (2d6); or bite +9 melee(1d6+1);
SA Electricity ray; SQ Immunities, fire and cold 20; AL N; SV
Fort +4, Ref +8, Will +4
Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Intuit Direction +2, Listen +7, Search +7, Sense Motive
+7, Spot +7 Search +10, Speak Auran
Feats: Weapon Finesse (bite)
Electricity Ray (Su): An arrowhawk can fire this ray once a
round, with a range of 45 feet.
Immunities (Ex): Arrowhawks have acid, electricity, and poison
immunity.
Magmin Small Elemental (Fire), CR
3, HD 2d8; HP 9;
Init +1 (dex); Spd 30 ft.;
AC 14 (+1 size, +1 Dex, +2 natural); Atks burning touch (+1|1d8 fire
and combustion);
SA Combustion, fiery aura; SQ Elemental, fire subtype, melt weapons,
damage reduction 15/+1; AL CN; SV Fort +0, Ref +4, Will +0
Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10
Skills: Climb +4, Escape Artist +5, Jump +4, Spot +4, Speak
Ignan
Combustion (Ex): Anyone a magmin touches must succeed at a Reflex
save (DC 11) or take an additional 1d8 points of fire damage as clothes
ignite or armor becomes searing hot. The damage continues for another 1d4+2
rounds after the magmin’s last successful attack. Magmins can also ignite
flammable materials with a touch.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed
at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the
intense heat. Treat this effect as an emanation.
Elemental: Immune to poison, sleep, paralysis, and stunning.
Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except
on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must
succeed at a Fortitude save (DC 11) or melt away into slag.
Treasure: 23,312 sp, jasmal gem(929 gp), orange spinel gem(588
gp), salite gem(9 gp)
Devil, Imp, Tiny Outsider (Evil,
Lawful): CR 2; HD 3d8; HP 13;
Init +3; Spd 20 ft., fly 50 ft. (perfect); Face/Reach 2 1/2x2 1/2 ft./0
ft
AC 18 (+2 size, +3 Dex, +3 natural); Atks sting (+8|1d4 and poison);
SA Spell-like abilities, poison; SQ Damage reduction 5/silver, SR 5,
poison immunity, fire resistance 20, see in darkness, polymorph, regeneration
2;
AL LE; SV Fort +3, Ref +6, Will +4
Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +15, Listen +5, Move Silently +5, Search +5, Spellcraft
+5, Spot +5, Sense Motive +10, Spot +12, speak Infernal, Celestial, and
Draconic
Feats: Dodge, Weapon Finesse (sting)
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness
of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu (except lemures) can communicate telepathically
with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: detect good, detect magic, and
invisibility (self only); 1/day-suggestion. These abilities are as the
spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week an imp can use commune to ask six questions. The ability
otherwise works as the spell cast by a 12th-level cleric.
Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4
temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Polymorph (Su): An imp can assume other forms at will as a standard
action. This ability functions as polymorph self cast by a 12th-level sorcerer,
except that an individual imp can assume only one or two forms no larger
than Medium-size. Common forms include monstrous spider, raven, rat, and
boar.
Regeneration (Ex): Imps take normal damage from acid, and from
holy and blessed weapons (if silver or enchanted).
Fiendish Dire Ape Large
Outsider; CR 4; HD 5d8+10; HP 32;
Init +2; Spd 30 ft., climb 15 ft.; Face/Reach 5 ft. by 5 ft./10 ft.;
AC 15 (-1 size, +2 Dex, +4 natural); Atks 2 claws +8 melee(1d6+6),
bite +3 melee(1d8+3);
SA Rend 2d6+12, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire
resistance 10, DR 5/+1, SR 10;
AL LE; SV Fort +6, Ref +6, Will +5;
Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +14, Move Silently +9, Spot +9
Rend (Ex): A dire ape that hits with both claw attacks latches
onto the opponent’s body and tears the flesh. This automatically deals
an additional 2d6+12 points of damage.
Smite Good (Su): Once per day the creature can make a normal
attack to deal +5 additional damage against a good foe.
Fiendish Dire Wolf Large
Outsider; CR 4; HD 6d8+18; HP 45;
Init +2; Sp 50 ft; Face/Reach 5 ft. by 10 ft./5 ft.
AC 14 (-1 size, +2 Dex, +3 natural); Atks Bite +10 melee (1d8+10);
SA Trip, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance
10, DR 5/+1, SR 12;
AL LE; SV Fort +8, Ref +7, Will +6;
Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness
Lore +1*
A dire wolf receives a +1 racial bonus to Listen, Move Silently, and
Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4
racial bonus to Wilderness Lore checks when tracking by scent.
Trip (Ex): A dire wolf that hits with a bite attack can attempt
to trip the opponent as a free action without making a touch attack or
provoking an attack of opportunity. If the attempt fails, the opponent
cannot react to trip the dire wolf.
Smite Good (Su): Once per day the creature can make a normal
attack to deal +6 additional damage against a good foe.
Hell Hound Medium-Size Outsider
(Evil, Fire, Lawful): CR 3; HD 4d8+4; HP 22;
Init +5; Spd 40 ft.;
AC 16 (+1 Dex, +5 natural); Atks bite (+5|1d8+1);
SA Breath weapon; SQ Scent, fire subtype; AL LE; SV Fort +5,
Ref +5, Will +4
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness
Lore +0* , do not speak but understand Infernal
Hell hounds receive a +5 racial bonus to Hide and Move Silently checks.
*They also receive a +8 racial bonus to Spot checks and Wilderness Lore
checks when tracking by scent, due to their keen sense of smell.;
Feats: Improved Initiative, Track
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds;
damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable
materials within the cone. Hell hounds can use their breath weapon
while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except
on a successful save.
Vargouille Small Outsider (Evil),
CR 2; HD: 1d8+1; HP 5;
Init +1; Spd Fly 30 ft. (good);
AC 12 (+1 size, +1 Dex); Atks bite (+3|1d4 and poison);
SA Shriek, poison, kiss; AL NE; SV Fort +3, Ref +3, Will +3
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Listen +4, Spot +3;
Feats: Weapon Finesse (bite)
Shriek (Su): Instead of biting, a vargouille can open its distended
mouth and let out a terrible shriek. Those within 60 feet (except other
vargouilles) who both hear the shriek and can clearly see the creature
must succeed at a Fortitude save (DC 12) or be paralyzed with fear until
the monster attacks them, goes out of range, or leaves their sight. A paralyzed
creature is susceptible to the vargouille’s kiss. If the save is successful,
that opponent cannot be affected again by that vargouille’s shriek for
one day.
Poison (Ex): Bite, Fortitude save (DC 12) or be unable to heal
the bite damage naturally or magically. A neutralize poison or heal spell
removes the effect, while delay poison allows magical healing.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful
melee touch attack, beginning a terrible transformation. The affected opponent
must succeed at a Fortitude save (DC 19) or begin to transform, losing
all his or her hair 1d6 hours later. After another 1d6 hours, the ears
grow into leathery wings, tentacles sprout on the chin and scalp, and the
teeth become long, pointed fangs. During the next 1d6 hours, the victim
suffers 1d6 points of permanent Intelligence and Charisma drain. The transformation
is complete 1d6 hours later, when the head breaks free of the body (which
promptly dies) and becomes a vargouille. This transformation is interrupted
by sunlight, and even a daylight spell can delay death, but to reverse
the transformation requires remove disease.
Fiendish Viper Snake Medium-sized
Outsider, CR 1; HD 2d8; HP 9;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
AC 16 (+3 Dex, +3 natural); Atks Bite +4 melee (1d4-1 and poison);
SA Poison, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance
5, SR 4;
AL CE; SV Fort +3, Ref +6, Will +1;
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary
damage 1d6 temporary Constitution.
Smite Good (Su): Once per day the creature can make a normal
attack to deal +2 additional damage against a good foe.
Howler Large Outsider (Chaotic,
Evil), CR 3; Hit Dice: 6d8+12; HP 39;
Init +7; Spd 60 ft.; Face/Reach 5x10 ft./5 ft.;
AC 17 (-1 size, +3 Dex, +5 natural); Atks Bite +10 melee(2d8+5), 1d4
quills +5 melee(1d4+2);
SA Quills, howl; AL CE; SV Fort +7, Ref +8, Will +7
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +10, Hide +8, Listen +11, Move Silently +8, Search
+1, Spot +11;
Feats: Alertness, Improved Initiative
Quills (Ex): The howler’s neck bristles with long quills. While
biting, the creature thrashes about, striking with 1d4 of them. An opponent
hit by the howler’s quill attack must make a Reflex save (DC 16) or have
the quill break off in his or her flesh. A lodged quill imposes a -1 circumstance
penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional
points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s
howling for an hour or more are subject to its effect, though it does not
help the howler in combat. Those within a 100-foot spread must succeed
at a Will save (DC 12) or take 1 point of temporary Wisdom damage. The
save must be repeated for each hour of exposure. This is a sonic, mind-affecting
attack; deafened creatures are not subject to it.