Summon Monster IX

Lammasu LG
Couatl LG
Astral deva (celestial) NG
Ghaele eladrin (celestial) CG
Elemental, elder N
Barghest, Large LE
Xill LE
Rakshasa LE
Gelugon (devil) LE
Night hag NE
Nightmare NE
Vrock (demon) CE

Lammasu Large Outsider; CR 8; HD 7d10+21; HP 59;
Init +0; Spd 30 ft., fly 60 ft. (average); Face/Reach 5x10 ft./5 ft.;
AC 14(-1 size, +5_natural); Atks 2 claws (+12|1d6+6);
SA Spells, pounce, rake 1d6+3; SQ Magic circle against evil, spell-like abilities;
AL LG; SV Fort +8, Ref +7, Will +7
Str 23, Dex 10, Con 17, Int 16, Wis 17, Cha 14
Skills: Concentration +12, Knowledge (arcana) +12, Listen +8 Sense Motive +12, Spot +8*, speak Common, Draconic, and Celestial.
*Lammasus gain a +2 racial bonus to Spot checks during daylight hours.;
Feats: Blind-Fight, Combat Casting, Flyby Attack, Iron Will, Lightning Reflexes
Spells: A lammasu casts spells as a 7th-level cleric, choosing from any two of the following domains: Good, Healing, Knowledge, and Law. Save DC is 13 + spell level.
Magic Circle against Evil (Su): A lammasu has a continuous magic circle against evil that affects a 20-foot radius. The aura can be dispelled, but the lammasu can create it again as a free action on its next turn.
Spell-Like Abilities: 2/day-improved invisibility; 1/day-dimension door. These abilities are as the spells cast by a 7th-level sorcerer.
Pounce (Ex): If a lammasu 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 lammasu that pounces on a creature can make two rake attacks (+12 melee) with its hind legs for 1d6+3 slashing damage each.
Treasure: Potion of Cure Light Wounds, Potion of Ghoul Touch, Divine Scroll of Doom(l1,  cl1)

Couatl Large Outsider (Good, Lawful); CR 10; HD 9d8+18; HP 58;
Init +7; Spd 20 ft., fly 60 ft. (good);
AC 15(-1 size, +3 Dex, +3 ­natural); Atks bite (+12|1d3+6 and poison);
SA Spells, psionics, poison, constrict 2d8+6; SQ Telepathy, ethereal jaunt;
AL LG; SV Fort +8, Ref +9, Will +10
Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Skills: Concentration +14, Knowledge (any three) +8, Listen +16, Search +15, Sense Motive +16, Spellcraft +15, Spot +16, Tumble +15, speak Common, Draconic, and Celestial
Feats: Dodge, Improved Initiative, Still Spell
Spells: A couatl casts spells as a 9th-level sorcerer, except that it does not need material components. It can also cast spells from the cleric list and from the Air, Good, and Law domains as arcane spells. Spells per day 6/7/7/7/4. Spells known 8/5/4/3/2
Spells Known: 0th(6): Resistance, Detect Poison, Light, Detect Magic, Read Magic, Cure Minor Wounds, Create Water, Mending
1st(7): Ventriloquism, Cure Light Wounds, Burning Hands, Mage Armor, Sleep
2nd(7): Minor Image, Blindness/Deafness, Bull's Strength, Summon Swarm
3rd(7): Dispel Magic, Blink, Nondetection
4th(4): Fear, Shadow Conjuration
Psionics (Su): At will: detect chaos, detect evil, detect good, detect law, detect thoughts, invisibility, plane shift, and polymorph self. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level).
Poison (Ex): Bite, Fortitude save (DC 16); initial damage 2d4 temporary Strength, secondary damage 4d4 temporary Strength.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check against Huge or smaller creatures. Often, a couatl uses a stilled and quickened spell against other opponents while constricting a foe.
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score of at least 1. The creature can respond to the couatl if it wishes-no common language is needed.
Ethereal Jaunt (Su): This works like the spell as cast by a 16th-level sorcerer.
Treasure: Color  Spray  (l1,  cl1)  (44  charges)

Celestial Astral Deva Medium-size Outsider(Good); CR 14; HD 12d8+48; HP 102;
Init +8; Spd 50 ft, fly 100 ft(good);
AC 29 (+4 Dex, +15 natural); Atks +3 heavy mace of disruption +21/+16/+11 melee(1d8+12 and stun);
SA Stun, spell-like abilities; SQ DR 10/+1, SR 30, Celestial qualities, Uncanny dodge;
AL NG; SV Fort +12, Ref +12, Will +12
Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: Concentration +19, Escape Artist +19, Hide +19, Knowledge (any three) or Craft (any three) +17, Listen +25, Move Silently +19, Sense Motive +19, Spot +25, speak Celestial, Infernal, and Draconic.
Feats: Alertness, Cleave, Improved Initiative, Power Attack
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 varies with the type of archon. 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.
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 are also immune to cold and acid.
Resistances (Ex): Devas have fire resistance 20.
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.
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed at a Fortitude save (DC 15) or be stunned for 1d6 rounds.
Spell-Like Abilities: At will: aid, continual flame, detect evil, discern lies, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility sphere (self only), polymorph self, remove curse, remove disease, and remove fear; 7/day-see invisibility and cure light wounds; 1/day-heal and blade barrier. These abilities are as the spells cast by a 12th-level sorcerer (save DC 15 + spell level).
Celestial Qualities: Protective aura; fire resistance 20, tongues; electricity, cold, acid, and petrification immunity, +4 save against poison.
Uncanny Dodge (Ex): Astral devas are never caught flat-footed and cannot be flanked.
Treasure: Potion of Cure Light Wounds, Potion of Detect Thoughts, Potion of Hiding, Potion of Sneaking, Divine Scroll [ Prayer(l3,  cl5), Invisibility  to  Animals(l1,  cl1), Summon  Nature's  Ally  II(l2,  cl3), Wand of Summon Monster I(l1,  cl1)  (20  charges)

Celestial Ghaele Eladrin Medium-size Outsider(Chaotic, Good); CR 13; HD 10d8+20; HP 65;
Init +5; Spd 50 ft, fly 150 ft(perfect);
AC 25 (+1 Dex, +14 natural); Atks +4 greatsword +21/+16 melee(2d6+14 and positive energy); or 2 light rays +11 ranged touch(2d12);
SA Spell-like abilities, spells, gaze, positive energy; SQ DR 25/+3, SR 28, celestial qualities, alternate form; AL CG; SV Fort +9, Ref +8, Will +10;
Str 25, Dex 12, Con 15, Int 17, Wis 16, Cha 16
Skills: Animal Empathy +13, Concentration +12, Escape Artist +11, Hide +11, Knowledge (any three) or Craft (any three) +13, Listen +15, Move Silently +11, Sense Motive +13, Spot +15, speak Celestial, Infernal, and Draconic
Feats: Alertness, Blind-Fight, Improved Initiative
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. 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.
Protective Aura (Su): As a free action ghaeles 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.
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.
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, alter self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect thoughts, dispel magic, hold monster, improved invisibility (self only), major image, see invisibility, and teleport without error (self plus 50 pounds of objects only); 1/day-chain lightning, prismatic spray, and wall of force. These abilities are as the spells cast by a 12th-level sorcerer (save DC 13 + spell level).
Spells: Ghaeles in humanoid form can cast divine spells from the cleric list and the Air, Animal, Chaos, Good, and Plant domains as 14th-level clerics (save DC 13 + spell level).
Spells per day 6/6+1/6+1/5+1/4+1/3+1/3+1/(2+1 - unable to cast)
0th(6): Purify Food & Drink, Detect Magic, Guidance(x2), Virtue, Detect Poison,
1st(6+1): Detect Law, Inflict Light Wounds, Magic Weapon, Entropic Shield, Detect Chaos/Evil/Good/Law, Deathwatch, Entangle
2nd(6+1): Silence, Aid, Bull's Strength(x2), Flame Blade, Shield Other, Hold Animal
3rd(5+1): Searing Light(x2), Summon Monster III, Magic Vestment, Animate Dead, Magic Circle against Law
4th(4+1): Summon Nature's Ally IV, Inflict Critical Wounds(x2), Dimensional Anchor, Repel Vermin
5th(3+1): Break Enchantment, Dispel Good, Wall of Thorns, Wall of Thorns
6th(3+1): Etherealness, Geas/Quest, Greater Dispelling, Blade Barrier
Gaze (Su): In humanoid form-slay evil creatures of 5 or fewer HD, range 60 feet, Will negates DC 18. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed at a Will save (DC 18) or suffer the fear effect.
Positive Energy (Ex): The ghaeleís incandescent sword deals an additional 2d6 points of positive energy damage to evil creatures.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet.
Celestial Qualities: Protective aura, electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Treasure: Ring of Protection +1, Arcane Scroll of Blindness/Deafness(l2,  cl3), Divine Scroll of Water  Walk  (l3,  cl5)

Elder Air Elemental Huge Elemental(Air), 40 ft, 12 lbs; CR 11; HD 24d8+96; HP 204;
Init +15; Spd fly 100 ft (perfect); Face/Reach 10x5/15 ft;
AC 27 (-2 size, +11 Dex, +8 natural); Atks Slam +27/+22/+17/+12 melee(2d8+9);
SA Air mastery, whirlwind; SQ Elemental, DR 15/+3; AL N; SV Fort +12, Ref +25, Will +8
Str 22, Dex 33, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
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 whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 10 to 60 feet tall, depending on the elementalís size.
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 27) when it comes into contact with the whirlwind or take 2d8 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 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).

Elder Earth Elemental Huge Elemental(Earth), 40 ft, 60000 lbs; CR 11; HD 24d8+120; HP 228;
Init -1; Spd 20 ft, move through earth 20 ft; Face/Reach 10x5/15 ft;
AC 22 (-2 size, -1 Dex, +15 natural); Atks Slam +27/+22/+17/+12 melee(2d10+16);
SA Earth mastery, push; SQ Elemental, DR 15/+3; AL N; SV Fort +19, Ref +7, Will +8
Str 33, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26
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.


Elder Fire Elemental Huge Elemental(Fire), 40 ft, 12 lbs; CR 11; HD 24d8+96; HP 204;
Init +13; Spd 50 ft; Face/Reach 10x5/15 ft;
AC 25 (-2 size, +9 Dex, +8 natural); Atks Slam +25/+20/+15/+10 melee(2d8+9 and 2d8 fire);
SA Burn; SQ Elemental, DR 15/+3, Fire subtype; AL N; SV Fort +12, Ref +23, Will +8
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26, 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 26)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.

Elder Water Elemental Huge Elemental (Water), 40 ft, 20000 lbs; CR 11; HD 24d8+120; HP 228
Init +6; Spd 20 ft, swim 90 ft; Face/Reach 10x5/15 ft;
AC 23 (-2 size, +6 Dex, +9 natural); Atks Slam +25/+20/+15/+10 melee(2d10+13);
SA Water mastery, drench, vortex; SQ Elemental, DR 15/+3, Fire immunity;
AL N; SV Fort +19, Ref +14, Will +8
Str 28, Dex 22, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +26, Spot +26, speak Aquan
Feats: Cleave, Great Cleave, Improved Critical (slam), Power Attack, Sunder
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.
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.
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 29) 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).

Greater Barghest Large Outsider (Evil, Lawful) CR 5; HD 9d8+18; HP 58;
Init +6; Spd 30 ft or 6o ft; Face/Reach 5x5/10 ft (goblin)
AC 20 (-1 size, +2 Dex, +9 natural); Atks Bite +12 melee(1d8+4), 2 claws +7 melee(1d6+2);
SA Spell-like abilities, feed; SA DR 15/+1, scent, alternate form;
AL LE; SV Fort +8, Ref +8, Will +10
Str 19, Dex 15, Con 15, Int 18, Wis 18, Cha 18
Skills: Bluff +16, Concentration +14, Hide +10*, Intimidate +18, Jump +16, Listen +16, Move Silently +14,  Sense Motive +16, Spot +16
Feats: Combat Casting, 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 14 + 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.
*While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks.
Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.
Treasure: potion  of  clairaudience/clairvoyance, potion  of  detect  thoughts, potion  of  speak  with  animals, ring  of  protection  +1

Xill Medium-Size Outsider (Evil, Lawful): CR 6; HD 5d8+10; HP 32;
Init +7; Spd 40 ft.; AC 20; Atks 2 short swords +7 melee(1d6+2,19-20 and 1d6+1,19-20), 2 claws +2 melee(1d4+2 and 1d4+1) (or 4 claws +7 melee); or 1 or 2 longbows +8 ranged(1d8);
SA Improved grab, paralysis, implant; SQ SR 21, planewalk;
AL LE; SV Fort +6, Ref +7, Will +5
Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills: Escape Artist +11, Intuit Direction +6, Listen +9, Move Silently +11, Spot +9, Tumble +11;
Feats: Improved Initiative, Multidexterity, Multiweapon Fighting A xill receives the Multiweapon Fighting feat as a bonus feat. With its Multidexterity and Multiweapon Fighting feats, it can attack with all its arms at no penalty as a racial ability.
Improved Grab (Ex): To use this ability, the xill must hit with one or more claw attacks. The grapple check has a +2 bonus for each claw that hits. If it gets a hold and maintains it the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed at a Fortitude save (DC 14) or be paralyzed for 1d4 hours. Barbaric xills secrete enough venom to bite two opponents every 6 hours, while their civilized cousins can bite only once per day.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents suffer a 20% miss chance on the first round and a 50% miss chance on the second.
Implant (Ex): Xills lay their eggs inside paralyzed creatures. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

Rakshasa, Medium-Size Outsider (Evil, Lawful): CR 9; HD 7d8+21; HP 52;
Init +2; Spd 40 ft.;
AC 21; Atks 2 claws (+8|1d4+1), bite (+3|1d6);
SA Detect thoughts, spells; SQ Alternate form, spell immunity, vulnerable to blessed crossbow bolts, DR 20/+3; AL LE; SV Fort +8, Ref +7, Will +6
Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Skills: Bluff +16*, Disguise +17*, Listen +11, Move Silently +11, Perform (ballad, chant, drama, epic, plus any other five) +12, Sense Motive +10, Spot +12, speak Common, Infernal, and Undercommon.
*When using alternate form, it gains an additional +10 circumstance bonus to Disguise checks. If reading an opponentís mind, its circumstance bonus to Bluff and Disguise checks increases by a further +4.;
Feats: Alertness, Dodge
Detect Thoughts (Su): A rakshasa can continuously detect thoughts as the spell cast by an 18th-level sorcerer (save DC 15). It can suppress or resume this ability as a free action.
Spells: A rakshasa casts spells as a 7th-level sorcerer, and can also cast 1st-level cleric spells as arcane spells. Spells Per day 6/7/7/5
0th(6): Ray of Frost, Light, Ghost Sound, Mending, Open/Close, Detect Magic, Daze
1st(7): Magic Stone, Shield of Faith, Identify, Sleep, Change Self
2nd(7): Arcane Lock, Knock, Spectral Hand
3rd(3): Halt Undead, Vampiric Touch
Alternate Form (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. This ability is similar to the alter self spell cast by an 18th-level sorcerer, but the rakshasa can remain in the new form indefinitely.
Spell Immunity (Su): Rakshasas ignore the effects of spells and spell-like abilities of 8th level or less, just as if the spellcaster had failed to overcome spell resistance.
Vulnerable to Blessed Crossbow Bolts (Ex): Any hit scored with a blessed crossbow bolt instantly slays a rakshasa.

Gelugon (Baatezu) Large Outsider(Evil, Law); CR 13; HD 12d8+60; HP 114;
Init +1; Spd 40 ft; Face/Reach 10x10/15 ft;
AC 28 (-1 size, +1 Dex, +18 natural); Atks Longspear +17/+12/+7 melee(1d8+9 and cold) (or 2 claws +17 melee(1d8+6)), bite +12 melee(2d4+3), tail +12 melee(3d4+3 and cold);
SA Spell-like abilities, fear aura, cold, summon baatezu; SQ DR 20/+2, SR 25, baatezu qualities, regeneration 5; AL LE; SV Fort +13, Ref +9, Will +14
Str 23, Dex 13, Con 21, Int 22, Wis 22, Cha 16
Skills: Bluff +16, Climb +20, Concentration +20, Disguise +17, Jump +19, Knowledge (arcana) +20, Listen +22, Move Silently +16, Search +20, Sense Motive +20, Spellcraft +20, Spot +22, speak Infernal, Celestial, and Draconic.
Feats: Alertness, Cleave, Dodge, Power Attack
Summon Baatezu (Sp): Once per day a gelugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 2d4 osyluths or 1d6 hamatulas with a 35% chance of success, or another gelugon 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 (except lemures) can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will-animate dead, charm monster, cone of cold, desecrate, detect good, detect magic, fly, magic circle against good, major image, polymorph self, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, and wall of ice. These abilities are as the spells cast by a 13th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): As a free action, a gelugon can create an aura of fear in a 10-foot radius. It is otherwise identical with fear cast by a 13th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that gelugonís fear aura for one day. Other baatezu are immune to the aura.
Cold (Su): A hit from a gelugonís tail or spear attack induces numbing cold. The opponent must succeed at a Fortitude save (DC 21) or be affected as though by a slow spell for 1d6 rounds.
Regeneration (Ex): Gelugons take normal damage from holy and blessed weapons of at least +2 enchantment.
Treasure: potion  of  jump, potion  of  sneaking, potion  of  truth, Arcane Scroll [ Charm Person(l1,  cl1), Identify(l1,  cl1), Spectral  Hand(l3,  cl5) ]

Night Hag Medium-Size Outsider (Evil): CR 9; HD 8d8+8; HP 44;
Init +1; Spd 20 ft.;
AC 20; Atks bite (+12|2d6+6 and disease);
SA Spell-like abilities, dream haunting; SQ Immunities, SR 25, DR 20/+3;
AL NE; SV Fort +9, Ref +9, Will +10
Str 19, Dex 12, Con 12, Int 15, Wis_15, Cha 12
Skills: Bluff +11, Concentration +12, Intimidate +11, Listen +14, Ride +11, Sense Motive +12, Spellcraft +13, Spot +14, speak Infernal, Abyssal, and Celestial.
Feats: Alertness, Combat Casting, Mounted Combat
Disease (Ex): Demon fever [bite, Fortitude save (DC 18), incubation period 1 day; damage 1d6 temporary Constitution.] Each day thereafter, on a failed save, the creature must immediately succeed at another Fortitude save or suffer 1 point of permanent Constitution drain.
Spell-Like Abilities: At will - detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph self, ray of enfeeblement, and sleep. These abilities are as the spells cast by an 8th-level sorcerer (save DC 11 + spell level). A night hag can use etherealness at will as a 16th-level sorcerer so long as it possesses its heartstone (see below).
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once the hag invades someoneís dreams, it rides on the victimís back until dawn. The sleeper suffers from tormenting dreams and suffers 1 point of permanent Constitution drain upon awakening. A sleeper reduced to a Constitution score of 0 dies. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
Immunities (Ex): Night hags are immune to fire and cold, and to charm, sleep, and fear effects.

Nightmare Large Outsider (Evil): CR 5; HD 6d8+18; HP 45;
Init +6; Spd 40 ft., fly 90 ft. (good); Face/Reach 5x10 ft./5 ft.;
AC 24; Atks 2 hooves +9 melee(1d8+4 and 1d4 fire), bite (+4|1d8+2);
SA Flaming hooves, smoke; SQ Astral projection, etherealness;
AL NE; SV Fort +8, Ref +7, Will +6
Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12
Skills: Intuit Direction +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12;
Feats: Alertness, Improved Initiative
Flaming Hooves (Su): A blow from a nightmareís hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare often snorts and neighs with rage. This fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed at a Fortitude save (DC 16) or suffer a -2 morale penalty to all attack and damage rolls until 1d6 minutes after they leave the cone. The nightmare gains one-half concealment against creatures 5 feet away and total concealment against creatures 10 feet away. The smoke does not obscure the nightmareís vision at all. The nightmare can suppress the smoke as a free action.
Astral Projection and Etherealness (Su): These function just like the spells of the same names as cast by a 20th-level sorcerer.
Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Vrock (Tanar'ri) Large Outsider; CR 13; HD 8d8+24; HP 60;
Init +2; Spd 30 ft, fly 50 ft(average); Face/Reach 5x5/10 ft;
AC 25 (-1 size, +2 Dex, +14 natural); Atks 2 claws +11 melee(1d8+4), bite +9 melee(1d6+2), 2 rakes +9 melee(1d4+2)
SA Spell-like abilities, spores, screech, dance of ruin, summon tanaríri; SQ DR 20/+2, SR 22, tanar'ri qualities; AL CE; SV Fort +9, Ref +8, Will +8
Str 19, Dex 15, Con 17, Int 14, Wis 14, Cha 12
Skills: Concentration +14, Hide +9, Knowledge (any one) +12, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Spellcraft +12, Spot +12, speak Infernal, Celestial, and Draconic.
Feats: Cleave, Multiattack, Power Attack
Summon Tanaríri (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% 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: darkness, desecrate, detect good, detect magic, mass charm, mirror image, telekinesis, and teleport without error (self plus 50 pounds of objects only). These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level).
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds. The spores automatically deal 1d8 points of damage to all creatures within 5 feet of the vrock. They then penetrate the skin and grow, dealing an additional 1d2 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. A delay poison spell stops the sporesí growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. Every creature within a 30-foot radius must succeed at a Fortitude save (DC 17) or be stunned for 1 round.
Dance of Ruin (Su): To use this ability, a group of five or more vrocks join hands in a circle, dancing wildly and chanting. If they dance for 3 rounds, a wave of crackling energy flashes outward in a 100-foot radius. All nondemon creatures within the radius take 2d20 points of damage (Reflex half DC 15). Forcing the vrocks to break the circle stops the dance.
Treasure: large  steel  shield  +4