Summon Monster IV

Archon, lantern

LG

Celestial giant owl

LG

Celestial giant eagle

CG

Celestial lion

CG

Mephit (any)

N

Fiendish dire wolf

LE

Fiendish giant wasp

LE

Fiendish giant praying mantis

NE

Fiendish shark, Large1

NE

Yeth hound

NE

Fiendish monstrous spider, Large

CE

Fiendish snake, Huge viper

CE

Howler

CE


Lantern Archon Small Outsider (Archon, Extraplanar, Good, Lawful); CR 2; HD 1d8; hp 4;
Init +4; Spd Fly 60 ft. (perfect) (12 squares); AC 15 (+1 size, +4 natural), touch 11, flat-footed 15;
Base Atk +1; Grp -8; Atk Light ray +2 ranged touch (1d6);
Full Atk 2 light rays +2 ranged touch (1d6);
SA Spell-like abilities; SQ Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues;
AL Always lawful good; SV Fort +2 (+6 against poison), Ref +2, Will +2;
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Magic Circle Against Evil(Su): ): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.)
Spell-Like Abilities(): At will-aid, detect evil, continual flame. Caster level 3rd.
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 on a Will save to resist its effects. Will DC 12 negates, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours 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 the same archon's aura for 24 hours.
Ray(Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Teleport(Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues(Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Celestial Owl, Giant Large Magical Beast (); CR 4; HD 4d10+4; hp 26;
Init +3; Spd 10 ft., fly 70 ft. (average); Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12;
Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2);
SA smite evil; SQ Superior lowlight vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 9; AL LG; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats: Alertness, Wingover
Superior Low-Light Vision(Ex): A giant owl can see five times as far as a human can in dim light.
Skills(): Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. *When in flight, giant owls gain a +8 bonus on Move Silently checks.
Carrying Capacity(): A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Low-Light Vision(Ex): A giant owl can see five times as far as a human can in dim light.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +4 extra damage against an evil foe

Celestial Eagle, Giant Large Magical Beast (); CR 4; HD 4d10+4; hp 26;
Init +3; Spd 10 ft., fly 80 ft. (average); Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12;
Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2);
SA smite evil; SQ Low-light vision, evasion, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 9; AL CG; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Alertness, Flyby Attack
Evasion(Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
Skills(): Giant eagles have a +4 racial bonus on Spot checks
Carrying Capacity(): A light load for a giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +4 extra damage against an evil foe

Celestial Lion Large Magical Beast (); CR 4; HD 5d8+10; hp 32;
Init +3; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +3; Grp +12;
Atk Claw +7 melee (1d4+5); Full Atk 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2);
SA Pounce, improved grab, rake 1d4+2, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10;
AL CG; SV Fort +6, Ref +7, Will +2;
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Pounce(Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab(Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake(Ex): Attack bonus +7 melee, damage 1d4+2.
Skills(): Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe

Air Mephit Small Outsider (Air, Extraplanar); CR 3; HD 3d8; hp 13;
Init +7; Spd 30 ft., fly 60 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3); Full Atk 2 claws +4 melee (1d3);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
Breath Weapon(Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
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.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Dust Mephit Small Outsider (Air, Extraplanar); CR 3; HD 3d8; hp 13;
Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3); Full Atk 2 claws +4 melee (1d3);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A dust mephit heals only if in an arid, dusty environment.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Earth Mephit Small Outsider (Earth, Extraplanar); CR 3; HD 3d8+6; hp 19;
Init -1; Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16;
Base Atk +3; Grp +2; Atk Claw +7 melee (1d3+3); Full Atk 2 claws +7 melee (1d3+3);
SA Breath weapon, spell-like abilities, summon mephit; SQ Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3;
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats: Power Attack, Toughness
Breath Weapon(Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Change Size(Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing(Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Spell-Like Abilities(): 1/day-soften earth and stone. Caster level 6th.

Fire Mephit Small Outsider (Extraplanar, Fire); CR 3; HD 3d8; hp 13;
Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 and 1d4 fire);
Full Atk 2 claws +4 melee (1d3 and 1d4 fire);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3;
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): 1/hour-scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day-heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.
Breath Weapon(Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.
Fast Healing(Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Ice Mephit Small Outsider (Air, Cold, Extraplanar); CR 3; HD 3d8; hp 13;
Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 cold);
Full Atk 2 claws +4 melee (1d3 plus 1d4 cold);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire; AL N; SV Fort +3, Ref +6, Will +3;
Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): 1/hour-magic missile (caster level 3rd); 1/day-chill metal (DC 14, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
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 32°F. or below.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Magma Mephit Small Outsider (Fire, Extraplanar); CR 3; HD 3d8; hp 13;
Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 fire);
Full Atk 2 claws +4 melee (1d3 plus 1d4 fire);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3;
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/magic when in this form. 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 (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.
Breath Weapon(Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Ooze Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19;
Init +0; Spd 30 ft, fly 40 ft(average), swim 30 ft;
AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;
Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3;
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Skills(): An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell-Like Abilities(): Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): An ooze mephit heals only if in a wet or muddy environment.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Salt Mephit Small Outsider (Earth, Extraplanar); CR 3; HD 3d8+6; hp 19;
Init -1; Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16;
Base Atk +3; Grp +2; Atk Claw +7 melee (1d3+3); Full Atk 2 claws +7 melee (1d3+3);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3;
Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats: Power Attack, Toughness
Spell-Like Abilities(): Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd). 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 DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Breath Weapon(Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A salt mephit heals only if in an arid environment.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Steam Mephit Small Outsider (Extraplanar, Fire); CR 3; HD 3d8; hp 13;
Init +5; Spd 30 ft., fly 50 ft. (average); AC 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15;
Base Atk +3; Grp -1; Atk Claw +4 melee (1d3 plus 1d4 fire);
Full Atk 2 claws +4 melee (1d3 plus 1d4 fire);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold; AL N; SV Fort +3, Ref +4, Will +3;
Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities(): Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Breath Weapon(Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Water Mephit Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6; hp 19;
Init +0; Spd 30 ft., fly 40 ft. (average), swim 30 ft.;
AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;
Base Atk +3; Grp +1; Atk Claw +6 melee (1d3+2); Full Atk 2 claws +6 melee (1d3+2);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +3, Will +3;
Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: Power Attack, Toughness
Skills(): A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell-Like Abilities(): Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Breath Weapon(Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing(Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
Summon Mephit(Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

Fiendish Dire Wolf Large Magical Beast (); CR 4; HD 6d8+18; hp 45;
Init +2; Spd 50 ft.; Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;
Base Atk +4; Grp +15; Atk Bite +11 melee (1d8+10); Full Atk Bite +11 melee (1d8+10);
SA Trip, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; AL LE; SV Fort +8, Ref +7, Will +6;
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, Track, Weapon Focus (bite)
Trip(Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills(): A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe

Fiendish Giant Wasp Large Magical Beast (); CR 4; HD 5d8+10; hp 32;
Init +1; Spd 20 ft., fly 60 ft. (good); Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13; Base Atk +3; Grp +11;
Atk Sting +6 melee (1d3+6 plus poison); Full Atk Sting +6 melee (1d3+6 plus poison);
SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 10; AL LE; SV Fort +6, Ref +2, Will +2;
Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11
Skills: Spot +9, Survival +1*
Skills(): Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Poison(Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against a good foe

Fiendish Giant Praying Mantis Large Magical Beast (); CR 4; HD 4d8+8; hp 26;
Init -1; Spd 20 ft., fly 40 ft. (poor); Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14; Base Atk +3; Grp +11;
Atk Claws +6 melee (1d8+4); Full Atk Claws +6 melee (1d8+4) and bite +1 melee (1d6+2);
SA Improved grab, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL NE; SV Fort +6, Ref +0, Will +3;
Str 19, Dex 8, Con 15, Int -, Wis 14, Cha 11
Skills: Hide -1*, Spot +6
Skills(): A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.
Improved Grab(Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe

Fiendish Shark, Large Large Magical Beast (Aquatic); CR 3; HD 7d8+7; hp 38;
Init +6; Spd Swim 60 ft.; Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13;
Base Atk +5; Grp +12; Atk Bite +7 melee (1d8+4); Full Atk Bite +7 melee (1d8+4);
SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; AL NE; SV Fort +8, Ref +7, Will +3;
Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +11
Feats: Alertness, Great Fortitude, Improved Initiative
Blindsense(Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
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.
Skills(): A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe

Yeth Hound Medium Outsider (Extraplanar, Evil); CR 3; HD 3d8+6; hp 19;
Init +6; Spd 40 ft., fly 60 ft. (good); AC 20 (+2 Dex, +8 natural), touch 12, flat-footed 18;
Base Atk +3; Grp +6; Atk Bite +6 melee (1d8+4); Full Atk Bite +6 melee (1d8+4);
SA Bay, trip; SQ Damage reduction 10/silver, darkvision 60 ft., flight, scent;
AL NE; SV Fort +5, Ref +5, Will +5;
Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats: Improved Initiative, Track
Bay(Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save 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 the same hound's bay for 24 hours. The save DC is Charisma-based.
Trip(Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) 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 cease or resume flight as a free action.
Skills(): *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Monstrous Spider, Large Large Magical Beast (); CR 3; HD 4d8+4; hp 22;
Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11; Base Atk +3; Grp +9;
Atk Bite +4 melee (1d8+3 plus poison); Full Atk Bite +4 melee (1d8+3 plus poison);
SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL CE; SV Fort +5, Ref +4, Will +1;
Str 15, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*
Poison(Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 13, 1d6 Str initial and secondary.
Skills(): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense(Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web(Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 13; Break DC 17; HP 12
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe

Fiendish Snake, Huge Viper Huge Magical Beast (); CR 4; HD 6d8+6; hp 33;
Init +6; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.;
AC
15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15; Base Atk +4; Grp +15;
Atk Bite +6 melee (1d6+4 plus poison); Full Atk Bite +6 melee (1d6+4 plus poison);
SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; AL CE; SV Fort +6, Ref +7, Will +3;
Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Feats: Improved Initiative, Run, Weapon Focus (bite)
Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 14. The save DCs are Constitution-based.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe

Howler Large Outsider (Chaotic, Evil, Extraplanar); CR 3; HD 6d8+12; hp 39;
Init +7; Spd 60 ft.; Space/Reach 10 ft./5 ft.;
AC
17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Atk +6; Grp +15;
Atk Bite +10 melee (2d8+5); Full Atk Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2);
SA Quills, howl; SQ Darkvision 60 ft.; AL Always chaotic evil; SV Fort +7, Ref +8, Will +7;
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats: Alertness, Combat Reflexes, Improved Initiative
Carrying Capacity(): A light load for a howler is up to 460 pounds; a medium load, 461-920 pounds; and a heavy load, 921-1,380 pounds. A howler can drag 6,900 pounds.
Quills(Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a -1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based. A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage
Howl(Ex): All beings other than outsiders that hear the creature's howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.



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