Summon Monster V

Celestial bear, brown (animal) LG
Hound archon (celestial) LG
Celestial orca, whale NG
Celestial pegasus CG
Celestial dire lion CG
Formian warrior LN
Elemental, Medium-size N
Mephit, any N
Arrowhawk, Medium-size N
Tojanida, Medium-size N
Achaierai LE
Fiendish griffon LE
Fiendish snake, giant constrictor LE
Yeth hound NE
Fiendish dire boar NE
Fiendish rhinoceros (animal) NE
Fiendish shark, Large (animal) NE
Salamander, Medium-size NE
Shadow mastiff NE
Fiendish viper, Large (animal) CE
Quasit CE
Fiendish dire wolverine CE
Fiendish giant crocodile (animal) CE
Fiendish tiger (animal) CE
Fiendish girallon CE


Celestial  Brown Bear Large Outsider, CR 5; HD 6d8+24; HP 51;
Init +1; Spd 40 ft.; Face/Reach 5x10 ft./5 ft.;
AC 15(-1 size, +1 Dex, +5 natural); Atks 2 claws (+11|1d8+8), bite (+6|2d8+4);
SA Improved grab, smite evil; SQ Scent, darkvision 60 ft., Acid, cold & electricity resistance 10, SR 12, DR 5/+1; AL LG; SV Fort +9, Ref +6, Will +3
Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +14
Smite Evil (Su): Once per day the creature can make a normal attack to deal +6 additional damage against an evil foe.


Celestial Hound Archon Medium-size Outsider (Good, Lawful) CR 4; HD 6d8+6; HP 33;
Init +4; Spd 40 ft. or 60 ft.*;
AC 19(+9 natural); Atks bite (+8|1d8+2), 2 slams (+3|1d4+1), or greatsword +8/+3 melee(2d6+2);
SA Spell-like abilities; SQ Damage reduction 10/+1, SR 16, celestial qualities, scent, alternate form; AL LG; SV Fort +6, Ref +5, Will +6
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +8, Hide +7*, Jump +9, Listen +8, Move Silently +7, Sense Motive +8, Spot +7, Wilderness Lore +1, speak Celestial, Infernal, and Draconic
Feats: Improved Initiative, Track
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(16). 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 archonís 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 archonís 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.)
Protective Aura (Su): As a free action, ghaeles, devas, planetars, and solars can surround themselves with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a minor globe of invulnerability, both as cast by a sorcerer whose level equal to the celestialís Hit Dice. The aura can be dispelled, but the celestial can create it again as a free action on its next turn.
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. Devas, planetars, and solars are also immune to cold and acid.
Resistances (Ex): 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.
Spell-Like Abilities: At will: aid, continual flame, detect evil, and message. These abilities are as the spells cast by a 6th-level sorcerer.
Alternate Form (Su): Hound archons can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines.
*While in canine form, a hound archon gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks.

Celestial Orca Whale Huge Outsider (Aquatic); CR 7; HD 9d8+45; HP 85;
Init +2; Spd Swim 50 ft; Face/Reach 10x20/10 ft;
AC 16 (-2 size, +2 Dex, +6 natural); Atks Bite +12 melee(2d6+12);
SA Smite Evil; SQ Blindsight, Darkvision 60 ft., Acid, cold & electricity resistance 15, SR 18, DR 5/+2; AL NG; SV Fort +11, Ref +8, Will +5
Str 27, Dex 15, Con 21, Int 3, Wis 14, Cha 6
Skills Listen +12*, Spot +12*
Whales gain a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if Blindsight is negated
Blindsight (Ex): Whales 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 whale to rely on its vision, which is approximately as good as a humanís.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +9 additional damage against an evil foe.


Celestial Pegasus Large Outsider; CR 4; HD 4d10+12; HP 34;
Init +2; Spd 60 ft, fly 120 ft (average); Face/Reach 5x10/5 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atks 2 hooves +7 melee(1d6+4), bite +2 melee(1d3+2);
SA Smite Evil; SQ Scent, spell-like abilities, Darkvision 60 ft., Acid, cold & electricity resistance 10, SR 8, DR 5/+1; AL CG; SV Fort +7, Ref +6, Will +4;
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will
Spell-Like Abilities: Pegasi can detect good and detect evil at will within a 60-yard radius, as the spells cast by a 5th-level sorcerer.
Training a pegasus requires a successful Handle Animal check (DC 22 for a young creature, DC 29 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the training time by half by using a magic bridle enchanted for the purpose. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +4 additional damage against an evil foe.

Celestial Dire Lion Large Outsider; CR 7; HD 8d8+24; HP 60;
Init +2; Spd 40 ft; Face/Reach 5x10/5 ft;
AC 15 (-1 size, +2 Dex, +4 natural); Atks 2 claws +12 melee(1d6+7), bite +7 melee(1d8+3);
SA Pounce, improved grab, rake 1d6+3, Smite Evil; SQ Scent, Darkvision 60 ft., Acid, cold & electricity resistance 15, SR 16, DR 5/+2; AL CG; SV Fort +9, Ref +8, Will +7;
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4
Dire lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Pounce (Ex): If a dire 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 dire lion must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A dire lion can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d6+3 damage each. If the dire lion pounces on an opponent, it can also rake.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +8 additional damage against an evil foe.


Formian Warrior Medium-size Outsider; CR 3; HD 4d8+8; HP 26;
Init +3; Spd 40 ft.;
AC 18(+3 Dex, +5 natural); Atks Sting +7 melee(2d4+3 + poison), 2 claws +5 melee(1d6+1), bite +5 melee(1d4+1);
SA Hive mind, poison; SQ Immunities, resistances, SR 18; AL LN; SV Fort +6, Ref +7, Will +5
Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11
Skills Climb +10, Hide +10, Listen +7, Move Silently +10, Spot +6
Feats Dodge, Multiattack
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.
Immunities (Ex): Formians have poison, petrification, and cold immunity.
Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.
Poison (Ex): Sting, Fortitude save (DC 14); initial and secondary damage 1d6 temporary Strength.

Air Elemental Medium-Size Elemental (Air), CR 3; HD 4d8+8; HP 26;
Init +9; Spd Fly 100 ft. (perfect);
AC 18(+5 Dex, +3 natural); Atks slam (+8|1d6+1);
SA Air mastery, whirlwind; SQ Elemental Elemental; AL N; SV Fort +3, Ref +9, Will +1
Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +7, Spot +7;
Feats Flyby Attack, Improved Initiative, Weapon Finesse (slam)
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Air Mastery (Ex): Airborne creatures suffer a -1 penalty to 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.
Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed 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 (13), Damage 1d6, Height 10-30 ft.
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 whirlwindís 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 whirlwindís height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Earth Elemental Medium-Size Elemental (Earth) 8 ft. 750 lb.; CR 3; HD 4d8+12; HP 30;
Init -1; Spd 20 ft, move through earth 20 ft;
AC 18 (-1 Dex, +9 natural); Atks Slam +8 melee(1d8+7);
SA Earth mastery, push; SQ Elemental; AL N; SV Fort +7, Ref +0, Will +1;
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills Listen +7, Spot +7, speak Terran
Feats Power Attack
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elementalís opposed Strength checks

Fire Elemental Medium-Size Elemental (Fire) 8ft 2lb; CR 3; HD 4d8+8; HP 26;
Init +7; Spd 50 ft;
AC 16 (+0 size, +3 Dex, +3 natural); Atks Slam +6 melee(1d6+1 and 1d6 fire);
SA Burn; SQ Elemental, fire subtype; AL N; SV Fort +3, Ref +7, Will +1;
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills Listen +7, Spot +7, speak Ignan
Feats Improved Initiative, Weapon Finesse (slam)
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Burn (Ex): Those hit by a fire elementalĎs slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC (14). A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elementalís attack, and also catch fire unless they succeed at a Reflex save.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Water Elemental Medium-Sized Elemental (Water) 8ft 280lb; CR 3; HD 4d8+12; HP 30;
Init +1; Spd 20 ft., swim 90 ft.;
AC 19 (+1 Dex, +8 natural); Atks Slam +6 melee(1d8+4);
SA Water mastery, drench, vortex; SQ Elemental; AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills Listen +7, Spot +7, Speak Aquan
Feats Power Attack
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elementalís 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 cast by a sorcerer whose level equals the elementalís HD total.
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.
Creatures one or more sizes 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 at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex(DC 15) save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. 10-30 ft in size.
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 vortexís 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 vortexís height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

Air Mephit Small Outsider (Air) CR 3; HD 3d8; HP 13;
Init +7; Spd 30 ft, fly 60 ft (perfect);
AC 17 (+1 size, +3 Dex, +3 natural); Atks 2 claws +4 melee (1d3);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 5/+1;
AL N; SV Fort +3, Ref +6, Will +3
Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): every 1d4 rounds, Cone of dust and grit, 15 feet; damage 1d8, Reflex half DC 12
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer.
Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.
Treasure: 293 gp, Potion of Hiding, Heward's Handy Haversack

Dust Mephit Small Outsider (Air) CR 3; HD 3d8; HP 13;
Init +7; Spd 30 ft; fly 50 ft (perfect);
AC 17 (+1 size, +3 Dex, +3 natural); Atks 2 claws +4 melee (1d3);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 5/+1;
AL N; SV Fort +3, Ref +6, Will +3
Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Every 1d4 rounds Cone of irritating particles, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer.
Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

Earth Mephit Small Outsider (Earth) CR 3; HD 3d8+3; HP 16;
Init -1; Spd 30 ft, fly 40 ft (average);
AC 16 (+1 size, -1 Dex, +6 natural); Atks 2 claws +7 melee(1d3+3);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 10/+1;
AL N; SV Fort +4, Ref +2, Will +3
Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6
Feats: Power Attack
Breath Weapon (Su): Every 1d4 rounds, Cone of rock shards and pebbles, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-enlarge; 1/day-soft­en earth and stone. These abilities are as the spells cast by a 6th-level sorcerer.
Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

Fire Mephit Small Outsider (Fire) CR 3; HD 3d8; HP 13;
Init +5; Spd 30 ft, Fly 50 ft (average);
AC 16 (+1 size, +1 Dex, +4 natural); Atks 2 claws +4 melee (1d3 and 2 fire);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fire Subtype, Fast Healing 2, DR 5/+1; AL N; Fort +3, Ref +4, Will +3
Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Cone of fire, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.
Treasure: masterwork  scimitar  (315  gp),  2  tanglefoot  bag(s)  (50  gp  each)

Ice Mephit Small Outsider (Air, Cold); CR 3; HD 3d8; HP 13;
Init +7; Spd 30 ft, fly 50 ft (perfect);
AC 18 (+1 size, +3 Dex, +4 natural); Atks 2 claws +4 melee (1d3 and 2 cold);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Cold Subtype, Fast Healing 2, DR 5/+1; AL N; SV Fort +3, Ref +6, Will +3
Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Every 1d4 rounds. Cone of ice shards, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a 6th-level sorcerer.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.

Magma Mephit Small outsider (Fire); CR 3; HD 3d8; HP 13;
Init +5; Spd 30 ft, fly 50 ft (average);
AC 16 (+1 size, +1 Dex, +4 natural); Atks 2 claws +4 melee (1d3 and 2 fire);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fire Subtype, Fast Healing 2, DR 5/+1; AL N; SV Fort +3, Ref +4, Will +3;
Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Every 1d4 rounds.  Cone of magma, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour, a magma mephit can shape­change into a pool of lava 3 feet in diameter and 6 inches deep. The mephitís damage reduction improves to 20/+1. The mephit canít attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it canít "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The poolís touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer. It can use itself as the fire source without harm.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

Ooze Mephit Small Outsider (Water); CR 3; HD 3d8+3; HP 16;
Init +0; Spd 30 ft, fly 40 ft(average);
AC 16 (+1 size, +5 natural); Atks 2 claws +6 melee (1d3+2);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 5/+1;
AL N; Fort +4, Ref +3, Will +3
Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack
Breath Weapon (Su): Every 1d4 rounds.  Cone of caustic liquid, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melfís acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.
Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.

Salt Mephit Small Outsider (Earth); CR 3; HD 3d8+3; HP 16;
Init -1; Spd 30 ft, fly 40 ft (average);
AC 16 (+1 size, -1 Dex, +6 natural); Atks 2 claws +7 melee (Claw 1d3+3);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 10/+1;
AL N; SV Fort +4, Ref +2, Will +3
Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +8, Listen +6, Move Silently +5, Spot +6
Feats: Power Attack
Breath Weapon (Su): Every 1d4 rounds.  Cone of salt crystals, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a salt mephit can use glitterdust as the spell cast by a 3rd-level sorcerer. Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude half DC 15). This is especially devastating to aquatic creatures and plants, which receive a -2 racial penalty to their saving throws.
Fast Healing (Ex): A salt mephit heals only if in an arid environment.

Steam Mephit Small Outsider (Fire); CR 3; HD 3d8; HP 13;
Init +5; Spd 30 ft, fly 50 ft (average);
AC 16 (+1 size, +1 Dex, +4 natural); Atks 2 claws +4 melee(1d3 and 2 fire);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 5/+1;
AL N; SV Fort +3, Ref +4, Will +3;
Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6
Feats: Improved Initiative
Breath Weapon (Su): Every 1d4 rounds.  Cone of steam, 10 feet; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

Water Mephit Small Outsider(Water); CR 3; HD 3d8+3; HP16;
Init +0; Spd 30 ft, fly 40 ft (average);
AC 16 (+1 size, +5 natural); Atks 2 claws +6 melee (1d3+2);
SA Breath Weapon, Spell-like abillities, summon mephit; SQ Fast Healing 2, DR 5/+1;
AL N; SV Fort +4, Ref +3, Will +3;
Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Skills: Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats: Power Attack
Breath Weapon (Su): Every 1d4 rounds.  Cone of caustic liquid, 15 feet; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melfís acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.
Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
Treasure: 108  gp,  masterwork  heavy  mace  (312  gp), small  masterwork  kama  (302  gp)

Adult Arrow Hawk Medium-Size Outsider; CR 5; HD 7d8+7; HP 38;
Init +5; Spd fly 60 ft(perfect);
AC 21 (+5 Dex, +6 natural); Atks Electricity ray +12 ranged touch(2d8); or bite +12 melee(1d8+2);
SQ Immunities, Fire and cold resistance 20; AL N; SV Fort +6, Ref +10, Will +6;
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Escape Artist +15, Intuit Direction +7, Listen +11, Sense Motive +11, Spot +11, speak Auran
Feats: Dodge, 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.

Adult Tojanida Medium-Size Outsider (Water); HD 7d8+14; HP 45;
Init +1; Spd 10 ft, swim 90 ft;
AC 23 (+1 Dex, +12 natural); Atks Bite +10 melee(2d8+3), 2 claws +5 melee(1d6+1);
SA Improved grab, ink cloud; SQ All-around vision, Acid and cold immunity, Fire and electricity resistance 20; AL N; SV Fort +7, Ref +6, Will +6
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Escape Artist +11, Hide +11, Intimidate +5, Intuit Direction +11, Listen +11, Search +6, Spot +13, speak Aquan
Feats: Blind-Fight, Dodge
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 weaponís 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): Tojanidasí 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 tojanidaís Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which the tojanida can squirt into an opponentís eyes. The affected creature must succeed at a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 19 against an elder.
Treasure: Potion of Jump

Achaierai Large Outsider (Evil, Lawful); CR 5; HD 6d8+12; HP 39;
Init +1; Spd 50 ft.; Face/Reach 5x5 ft./10 ft.;
AC 20(-1 size, +1 Dex, +10 natural); Atks 2 claws (+9|2d6+4), bite (+4|4d6+2);
SA Black cloud; SQ SR 19; AL LE; SV Fort +7, Ref +6, Will +7
Str 19, Dex 13, Con 14, Int 13, Wis 14, Cha 16
Skills: Climb +13, Jump +13, Listen +11, Move Silently +10, Sense Motive +11, Spot +11, speak Infernal
Feats: Dodge, Mobility
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed at a Fortitude save (DC 15) or be affected for 3 hours as though by an insanity spell cast by a 16th-level sorcerer.

Fiendish Griffon Large Outsider; CR 5; HD 7d10+21; HP 59;
Init +2; Spd 30 ft, fly 80 ft (average); Face/Reach 5x10/5 ft;
AC 17 (-1 size, +2 Dex, +6 ­natural); Atks Bite +8 melee(2d6+4), 2 claws +3 melee(1d4+2);
SA Pounce, rake 1d6+2, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 14; AL LE; SV Fort +8, Ref +7, Will +3;
Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +11*
Griffons receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight
Pounce (Ex): If a griffon dives or 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.
Rake (Ex): A griffon that pounces on an opponent can make two rake attacks (+8 melee) with its hind legs for 1d6+2 slashing damage each.
Training a griffon as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Griffons mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe.


Fiendish Giant Constrictor Snake Huge Outsider; CR 7; HD 11d8+11; HP 60;
Init +3; Spd 20 ft, climb 20 ft; Face/Reach 15x15/10 ft;
AC 15 (-2 size, +3 Dex, +4 natural); Atks Bite +13 melee (1d8+10);
SA Improved grab, constrict 1d8+10, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 15, DR 5/+2, SR 22; AL LE; SV Fort +8, Ref +10, Will +4;
Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Skills Balance +11, Climb +18, Hide +3, Listen +9, Spot +9
Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict.
Constrict (Ex): A constrictor snake deals 1d8+10 points of damage with a successful grapple check against Large size or smaller creatures.
Smite Good (Su): Once per day the creature can make a normal attack to deal +11 additional damage against a good foe.

Yeth Hound Medium-Size Outsider (Evil); CR 3 Hit Dice: 3d8+6; HP 19;
Init +6; Spd 40 ft., fly 70 ft. (good);
AC 20(+2 Dex, +8 natural); Atks bite (+6|1d8+4);
SA Bay, trip; SQ Scent, flight, damage reduction 10/silver; AL NE; SV Fort +5, Ref +5, Will +5
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha_10
Skills: Listen +8, Spot +8, Wilderness Lore +8*
*A yeth hound receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.;
Feats: Improved Initiative
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed at a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that houndís bay for one day.
Trip (Ex): A yeth hound that hits with its 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 yeth hound.
Flight (Su): A yeth hound can fly as the spell cast by an 11th-level sorcerer, as a free action. A yeth hound that loses this ability falls and can perform only partial actions.

Fiendish Dire Boar Large Outsider; CR 5; HD 7d8+21; HP 52;
Init +0; Spd 40 ft; Face/Reach 5x10/5 ft;
AC 15 (-1 size, +6 natural); Atks Bite +12 melee(1d8+12);
SA Ferocity, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 14; AL NE; SV Fort +8, Ref +5, Will +6
Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8
Skills: Listen +9, Spot +8
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe.

Fiendish Rhinoceros Large Outsider; CR 6; HD 8d8+40; HP 76;
Init +0; Spd 30 ft; Face/Reach 5x10/5 ft;
AC 16 (-1 size, +7 natural); Atks Gore +13 melee(2d6+12);
SA Smite Good; SQ Darkvision 60 ft, Cold and fire resistance 15, DR 5/+2, SR 16;
AL NE; SV Fort +11, Ref +6, Will +3
Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2
Skills: Listen +11
Smite Good (Su): Once per day the creature can make a normal attack to deal +8 additional damage against a good foe.


Fiendish Large Shark Large Outsider; CR 3; HD 7d8+7; HP 38;
Init +2; Spd Swim 60 ft; Face/Reach 5x10/5 ft;
SA Smite Good; SQ Keen Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 14; AL NE; SV Fort +6, Ref +7, Will +3
Str 17, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Skills: Listen +7, Spot +7
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.
Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe.

Average Salamander Medium-Size Outsider(Fire); CR 5; HD 7d8+7; HP 38;
Init +1; Spd 20 ft;
AC 18 (+1 Dex, +7 natural); Atks Longspear +9/+4 melee(1d8+2 and 1d6 fire), tail slap +7 melee(2d6+1 and 1d6 fire)
SA Heat, Constrict 2d6+1 and 1d6 fire; SQ Fire subtype, DR 10/+1;
AL NE; SV Fort +6, Ref +6, Will +7
Str 14, Dex 13, Con 12, Int 14, Wis 15, Cha 13
Skills: Craft (metalworking) +16, Escape Artist +11, Hide +11, Listen +14, Move Silently +11, Search +12, Spot +14, speak Ignan
Feats: Alertness, Multiattack
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamandersí metallic weapons also conduct this heat.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Shadow Mastiff  Medium-Size Outsider (Evil); CR 5; HD 4d8+12; HP 30;
Init +5; Spd 50 ft.;
AC 14(+1 Dex, +3 ­natural); Atks bite (+7|1d6+4);
SA Bay, trip; SQ Shadow blend, scent; AL NE; SV Fort +7, Ref +5, Will +5
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Listen +8, Spot +8, Wilderness Lore +7* A shadow mastiff receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.;
Feats: Dodge, Improved Initiative
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed at a Will save (DC 13) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that mastiffís bay for one day.
Trip (Ex): A shadow mastiff that hits with its 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 shadow mastiff.
Shadow Blend (Su): During any conditions other than full daylight, a shadow mastiff can disappear into the shadows, giving it nine-tenths concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.


Fiendish Large Viper Snake Large Outsider; CR 2; HD 3d8; HP 13;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; Face/Reach 5x5/10 ft;
AC 15 (-1 size, +3 Dex, +3 natural); Atks Bite +4 melee(1d4 and poison);
SA Poison, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 5, SR 6;
AL CE; SV Fort +3, Ref +6, Will +2;
Str 10, Dex 17, Con 11, Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +9, Spot +9
Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better.
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 +3 additional damage against a good foe.


Quasit Tiny Outsider (Chaotic, Evil); CR 3; HD 3d8; HP 13;
Init +3; Spd 20 ft., fly 50 ft. (perfect); Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft.;
AC 18 (+2 size, +3 Dex, +3 natural); Atks 2 claws +8 melee(1d3-1), bite +3 melee(1d4-1);
SA Spell-like abilities, poison; SQ Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, alternate form, regeneration 2; AL CE; SV Fort +3, Ref +6, Will +4;
Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16, speak Infernal, Celestial, and Draconic.
Feats: Weapon Finesse (bite, claw)
Spell-Like Abilities: At will-detect good, detect magic, and invisibility (self only); 1/day-cause fear (as the spell, except that its area is a 30-foot radius from the quasit). These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week a quasit can use commune to ask six questions (this is otherwise as the spell cast by a 12th-level cleric).
Poison (Ex): Claw, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that any individual quasit can assume only one or two forms no larger than Medium-size. Common forms include bat, monstrous centipede, toad, and wolf.
Regeneration (Ex): Quasits take normal damage from acid, and from holy and blessed weapons.

Fiendish Dire Wolverine Large Outsider; CR 5; HD 5d8+20; HP 42;
Init +3; Spd 30 ft., climb 10 ft.; Face/Reach 5 ft. by 10 ft./5 ft.;
AC 16 (-1 size, +3 Dex, +4 natural); Atks 2 claws +8 melee(1d6+6), bite +3 melee(1d8+3);
SA Rage, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 10; AL CE; SV Fort +8, Ref +7, Will +5;
Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Skills: Climb +14, Listen +9, Spot +8
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Smite Good (Su): Once per day the creature can make a normal attack to deal +5 additional damage against a good foe.

Fiendish Giant Crocodile Huge Outsider; CR 5; HD 7d8+28; HP 59;
Init +1; Spd 20 ft., swim 30 ft.; Face/Reach 10x20/10 ft;
AC 16 (-2 size, +1 Dex, +7 natural); Atks Bite +11 melee(2d8+12); or tail slap +11 melee(1d12+12);
SA Improved Grab, Smite Good; SQ Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 14; AL CE; SV Fort +9, Ref +6, Will +3
Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2
Skills: Hide +0*, Listen +5, Spot +5
*A crocodile gains a +12 racial bonus to Hide checks when submerged.
Improved Grab (Ex): To use this ability, the crocodile must hit a Large size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin.
Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe.

Fiendish Tiger Large Outsider; CR 5; HD 6d8+18; HP 45;
Init +2; Spd 40 ft; Face/Reach 5x10/5 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atks 2 claws +9 melee(1d8+6), bite +4 melee(2d6+3);
SA Pounce, improved grab, rake 1d8+3, Smite Good; SQ Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 12; AL CE; SV Fort +8, Ref +7, Will +3;
Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 6
Skills: Balance +6, Hide +5*, Listen +3, Move Silently +9, Spot +3, Swim +11
Tigers 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 +8.
Pounce (Ex): If a tiger 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 tiger must hit with a claw or bite attack. If it gets a hold, it can rake.
Rake (Ex): A tiger that gets a hold can make two rake attacks (+9 melee) with its hind legs for 1d8+3 damage each. If the tiger pounces on an opponent, it can also rake.
Smite Good (Su): Once per day the creature can make a normal attack to deal +6 additional damage against a good foe.

Fiendish Girallon Large Beast; CR 6; HD 7d10+14; HP 52;
Init +3; Spd 40 ft., climb 40 ft.; Face/Reach 5x5 ft./10 ft.;
AC 16(-1 size, +3 Dex, +4 natural); Atks 4 claws (+12|1d4+8), bite (+7|1d8+4);
SA Rend 2d4+12, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 14; AL CE; SV Fort +7, Ref +8, Will +3
Str 26, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +16, Move Silently +8, Spot +7
Rend (Ex): A girallon that hits with both claw attacks latches onto the opponentís body and tears the flesh. This attack automatically deals an additional 2d4+12 points of damage.
Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe.