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 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.)
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 celestial’s 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 human’s.
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 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 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 elemental’s 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 elemental‘s 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 elemental’s 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 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 cast by a sorcerer whose level equals the elemental’s 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 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 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 mephit’s
damage reduction improves to 20/+1. The mephit can’t attack while in lava
form but can use other spell-like abilities. It can move at a speed of
10 feet, but it can’t "run." In this form the mephit can pass through small
holes or narrow openings, even mere cracks. The pool’s 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 Melf’s 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 Melf’s 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
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, 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 hound’s 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. Salamanders’ 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 mastiff’s 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 opponent’s 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.