Summon Monster VIII


Lillend CG
Formian taskmaster [alone] LN
Janni (genie) N
Elemental, greater N
Barghest, Medium-size LE
Cornugon (devil) E
Fiendish squid, giant (animal) LE
Salamander, Large NE
Succubus (demon) CE



Lillend Large Outsider (Chaotic, Good): CR 7; HD 7d8+14; HP 45;
Init +3; Spd 20 ft., fly 70 ft. (average); Face/Reach 5x5 ft./10 ft.;
AC 17; Atks sword (+11/+6|1d8+5), tail slap (+6|2d6+2);
SA Improved grab, constrict 2d6+5, spells, spell-like abilities; SQ Poison immunity, fire resistance 20; AL CG; SV Fort +7, Ref +8, Will +8
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills: Appraise +12, Concentration +12, Knowledge (arcana) +12, Listen +13, Perform (any ten) +14, Spellcraft +12, Wilderness Lore +17 Lillends receive a +4 racial bonus to Wilderness Lore checks.;
Feats: Combat Casting, Extend Spell
Spells: A lillend casts arcane spells as a 6th-level bard. Save DC is 14 + spell level.
Spell-Like Abilities: 3/day-darkness, hallucinatory terrain, knock, and light; 1/day-charm person, speak with animals, and speak with plants. These abilities are as the spells cast by a 10th-level bard (save DC 14 + spell level).
A lillend also has the bardic music ability as a 6th-level bard.
Improved Grab (Ex): To use this ability, the lillend must hit an opponent of up to Medium-size with its tail slap attack. If it gets a hold, it can constrict.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check against opponents of up to Medium-size. This uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Fire Resistance (Ex): A lillend is immune to nonmagical fire and has magic fire resistance 20.

Formarian Taskmaster Medium-size Outsider(Lawful); CR 7; HD 6d8+12; HP 39;
Init +7; Spd 40 ft;
AC 19 (+3 Dex, +6 natural); Atks Sting +10 melee(2d4+4 and poison), 2 claws +5 melee(1d6+2)
SA Hive mind, poion, dominate person, dominate creature; SQ Immunities, resistances, telepathy, SR 21; AL LN; SV Fort +7, Ref +8, Will +8
Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 19
Skills: Climb +13, Hide +12, Listen +12, Move Silently +12, Search +8, Sense Motive +12, Spot +12
Feats: Improved Initiative, Spell-Like Ability Focus(enchantment)
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.
Dominate Person (Su): Taskmasters can use dominate person on any creature as the spell cast by a 10th-level sorcerer (save DC 19), although the subject may be of any type and may be up to Large size. A single taskmaster can dominate up to four subjects at a time.
Dominated Creature (Ex): A taskmaster is never encountered alone: One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).
Poison (Ex): Sting, Fortitude save (DC 15); initial and secondary damage 1d6 temporary Strength.
Telepathy (Su): Taskmasters can communicate telepathically with any intelligent creature within 100 feet.
Treasure: Dagger +1 (+11, 1d4+5, 19-20)

Janni Genie Medium-size Outsider; CR 4; HD 6d8+6; HP 33;
Init +6; Spd 20 ft, fly 10 ft(perfect) in chain mail; base 30 ft;
AC 18 (+2 Dex, +1 natural, +5 chainmail); Atks Scimitar +9/+4 melee(1d8+4); or longbow +8/+3 ranged(1d8);
SA Spell-like abilities; SQ Plane shift, telepathy, fire resistance 30, elemental endurance;
AL N; SV Fort +6, Ref +7, Will +7
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Skills: Appraise +8, Concentration +7, Craft (any two) +7, Escape Artist +6, Listen +8, Move Silently +6, Ride +6, Sense Motive +6, Spellcraft +9, Spot +9, speak Common, plus Auran, Aquan, Ignan, or Terran, plus Celestial, Abyssal, or Infernal
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: 3/day-invisibility; 2/day-enlarge or reduce and speak with animals. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level). Once per day a janni can create food and water as a 7th-level priest and can use ethereal jaunt for 1 hour as the spell cast by a 12th-level priest.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to a janni, until it dies or returns to the Material Plane.

Greater Air Elemental Huge Elemental(Air), 36 ft, 10 lbs; CR 9; HD 21d8+84; HP 178;
Init +14; Spd fly 100 ft (perfect); Face/Reach 10x5/15 ft;
AC 26 (-2 size, +10 Dex, +8 natural); Atks Slam +23/+18/+13 melee(2d8+7);
SA Air mastery, whirlwind; SQ Elemental, DR 10/+2; AL N; SV Fort +11, Ref +22, Will +7
Str 20, Dex 31, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23
Feats: Dodge, Flyby Attack, Improved Initiative, Mobility, 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.
The elemental controls the exact height, but it must be from 10 to 60 ft.
Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed at a Reflex save(DC 25) 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 for saves against the whirlwindís effects varies with the elementalís size.
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).

Greater Earth Elemental Huge Elemental(Earth), 36 ft, 54000 lbs; CR 9; HD 21d8+105; HP 199;
Init -1; Spd 20 ft, move through earth 20 ft; Face/Reach 10x5/15 ft;
AC 20 (-2 size, -1 Dex, +13 natural); Atks Slam +23/+18/+13 melee(2d10+15,19-20);
SA Earth mastery, push; SQ Elemental, DR 10/+2; AL N; Fort +17, Ref +6, Will +7
Str 31, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23, speak Terran
Feats: Cleave, Great Cleave, Improved Critical(slam), Power Attack, Sunder
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.

Greater Fire Elemental Huge Elemental(Fire), 36 ft, 10 lbs; CR 9; HD 21d8+84; HP 178;
Init +12; Spd 50 ft; Face/Reach 10x5/15 ft;
AC 24 (-2 size, +8 Dex, +8 natural); Atks Slam +21/+16/+11 melee(sd8+7 and 2d8 fire);
SA Burn; SQ Elemental, DR 10/+2, fire subtype; AL N; SV Fort +11, Ref +20, Will +7
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23, speak Ignan
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, 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(DC 24) or catch fire. The flame burns for 1d4 rounds. 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.

Greater Water Elemental Huge Elemental(Water), 36 ft, 21000 lbs; CR 9; HD 21d8+105; HP 199;
Init +5; Spd 20 ft, swim 90 ft; Face/Reach 10x5/15 ft;
AC 22 (-2 size, +5 Dex, +9 natural); Atks Slam +21/+16/+11 melee(2d10+12, 19-20);
SA Water mastery, Drench, Vortex; SQ Elemental, DR 10/+2, Fire Immunity;
AL N; SV Fort +17, Ref +12, Will +7
Str 26, Dex 20, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +23, Spot +23, speak Aquan
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
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.
The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 to 60 ft tall. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save(DC 26) when it comes into contact with the vortex or take 2d8 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 save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful.
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).

Barghest Medium-Size Outsider(Evil, Law); CR 4; HD 6d8+6; HP 33;
Init +6; Spd 30 ft or 60 ft; Face/Reach 5x5/5 ft or wolf 5x10/5 ft;
AC 18 (+2 Dex, +6 natural); Atks Bite +9 melee(1d6+3), 2 claws +4 melee(1d4+1);
SA Spell-like abilities, feed; SQ DR 5/+1, scent, alternate form;
AL LE; SV Fort +6, Ref +7, Will +7
Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Skills: Bluff +11, Hide +11*, Intimidate +11, Jump +12, Listen +11, Move Silently +10, Spot +11, speak Goblin, Worg, and Infernal.
*While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks
Feats: Combat Reflexes, Improved Initiative
Spell-Like Abilities: At will-levitate, misdirection, and project image; 1/day-charm monster, charm person, dimension door, and emotion. These abilities are as the spells cast by a sorcerer whose level equals the barghestís HD (save DC 12 + spell level).
Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. For every 8 HD or levels a barghest consumes, it gains 1 Hit Die. Feeding destroys the victimís body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.
Alternate Form (Su): A barghest can assume the form of a goblin or a large wolf as a standard action. This ability is similar to the polymorph self spell, except that it allows only goblin and_wolf forms.
Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.
Treasure: Potion of Speak with Animals, Arcane Scroll [ Invisibility  Sphere(l3,  cl5), Burning  Hands(l1,  cl1)

Cornugon (Baatezu) Large Outsider (Evil, Law); CR 10; HD 11d8+33; HP 82;
Init +1; Spd 20 ft, fly 50 ft(average); Face/Reach 10x10/15 ft;
AC 25 (-1 size, +1 Dex, +15 natural); Atks Whip +15/+10/+5 melee(1d6+5 and stun) (or 2 claws +15 melee(1d4+5)), bite +9 melee(1d4+2), tail +9 melee(1d3+2 and wound);
SA Spell-like abilities, fear aura, stun, wound, summon baatezu; SQ DR 20/+2, SR 24, baatezu qualities, regeneration 5; AL LE; SV Fort +10, Ref +8, Will +9
Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 14
Skills:  Bluff +14, Climb +16, Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Spot +14, speak Infernal, Celestial, and Draconic
Feats: Cleave, Power Attack, Sunder
Summon Baatezu (Sp): Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success. On a failure, no baatezu answer the summons. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.
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 can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).
Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugonís fear aura for one day. Other baatezu are immune to the aura.
Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.
Wound (Su): A hit from a cornugonís tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.
Regeneration (Ex): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 enchantment.


Fiendish Giant Squid Huge Outsider(Aquatic); CR 11; HD 12d8+12; HP 66;
Init +3; Spd swim 80 ft; Face/Reach 10x20/10 ft (40 ft with tentacle);
AC 17 (-2 size, +3 Dex, +6 natural); Atks 10 tentacle rakes +15 melee(1d6+8), bite +10 melee(2d8+4);
SA Improved grab, constrict 1d6+8, Smite Good; SQ Ink cloud, jet, Darkvision 60 ft, Cold and fire resistance 20, DR 10/+3, SR 24; AL LE; SV Fort +9, Ref +11, Will +5
Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Skills: Listen +8, Spot +8
Improved Grab (Ex): To use this ability, the giant squid must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A giant squid deals automatic tentacle rake damage with a successful grapple check against Medium-size or smaller creatures.
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 40 feet long once a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
Jet (Ex): A giant squid can jet backward once a round as a double move action, at a speed of 320 feet.
Smite Good (Su): Once per day the creature can make a normal attack to deal +12 additional damage against a good foe.


Noble Salamander Large Outsider(Fire); CR 9; HD 15d8+45; HP 112;
Init +1; Spd 20 ft; Face/Reach 5x5/10 ft;
AC 18 (-1 size, +1 Dex, +8 natural); Atks +3 Huge longspear +23/+18/+13 melee(2d8+9,x3 and 1d8 fire), tail slap +15 melee(2d8+3 and 1d8 fire);
SA Heat, constrict 2d8+3 and 1d8 fire, spell-like abilities; SQ Fire subtype, DR 20/+2;
AL NE; SV Fort +12, Ref +10, Will +11
Str 22, Dex 13, Con 16, Int 15, Wis 15, Cha 15
Skills: Bluff +11, Craft (metalworking) +24, Diplomacy +13, Escape Artist +19, Hide +15, Listen +20, Move Silently +17, Search +20, Sense Motive +12, Spot +20, speak Ignan and Common
Feats: Cleave, Great Cleave, Multiattack, Power Attack
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. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Spell-Like Abilities: 3/day-burning hands, fireball, flaming sphere, and wall of fire; 1/day-dispel magic and summon monster VII (huge fire elemental). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Succubus (Tanar'ri); CR 9; HD 6d8+6; HP 33;
Init +1; Spd 30 ft, fly 30 ft(average);
AC 20 (+1 Dex, +9 natural); Atks 2 claws +7 melee(1d3+1);
SA Spell-like abilities, energy drain, summon tanaríri; SQ DR 20/+2, SR 12, tanaríri qualities, alternate form, tongues; AL CE; SV Fort +6, Ref +6, Will +7
Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20
Skills: Bluff +11, Concentration +7, Disguise +11*, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16, speak Infernal, Celestial, and Draconic
Feats: Dodge, Mobility
Summon Tanaríri (Sp): Once per day a succubus can attempt to summon one balor with a 10% chance of success.  On a failure, no tanaríri answer the summons. Summoned creatures automatically return whence they came after 1 hour. A tanaríri that has just been summoned cannot use its own summon ability for 1 hour.
Immunities (Ex): Tanaríri are immune to poison and electricity.
Resistances (Ex): Tanaríri have cold, fire, and acid resistance 20.
Telepathy (Su): Tanaríri can communicate telepathically with any creature within 100 feet that has a language (although dretches are more limited).
Spell-Like Abilities: At will-charm monster, clairaudience/ clairvoyance, darkness, desecrate, detect good, detect thoughts, doom, ethereal jaunt (self plus 50 pounds of objects only), suggestion, and teleport without error (self plus 50 pounds of objects only); 1/day unholy blight. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubusís kiss or embrace inflicts one negative level; the victim must succeed at a Wisdom check (DC 15) to even notice. The Fortitude save to remove the negative level has a DC of 18.
Alternate Form (Su): Succubi can assume any humanoid form of Small to Large size as a standard action. This ability is similar to the polymorph self spell but allows only humanoid forms.
*While using this ability, a succubus gains a +10 circumstance bonus to Disguise checks.
Tongues (Su): A succubus has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Succubi usually use verbal com­munication with mortals and save telepathic commu­nication for conversing with other fiend