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  Summon Nature's Ally I
  Augmented
  
  Rat, Dire
  DIRE RAT 
  CR 1/3
  XP 135
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 7 (1d8+3)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +3 (1d4+2 plus disease)
  Special Attacks disease
  STATISTICS
  Str 14, Dex 17, Con 17, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB +1; CMD 14 (18 vs. trip)
  feats Skill Focus (Perception)
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim
  SPECIAL ABILITIES
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 
  13; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage
  and 1d3 Con damage; cure 2 consecutive saves. The save 
  DC is Constitution-based.
  This filthy rat is the size of a small dog. It has a coat of coarse fur, 
  a long and scabby tail, and two glittering eyes.
  
  Dolphin
  This streamlined, fish-like mammal has sparkling eyes over a 
  smiling mouth filled with hundreds of teeth.
  DOLPhIn
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses blindsight 120 ft., low-light vision; 
  Perception +9
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 15 (2d8+6)
  fort +6, Ref +5, Will +1
  OffEnSE
  Speed swim 80 ft.
  Melee slam +3 (1d4+3) 
  STATISTICS
  Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +4; CMD 16
  feats Weapon Finesse
  Skills Perception +9, Swim +15; Racial Modifiers +4 
  Perception
  SQ hold breath
  SPECIAL ABILITIES
  hold Breath (Ex) A dolphin can hold its breath for a number 
  of minutes equal to 6 times its Constitution score before it 
  risks drowning.
  
  Eagle
  This magnificent bird of prey has dark feathers save for those on 
  its head, which are pure white.
  EAgLE 
  CR 1/2
  XP 200
  N Small animal
  Init +2; Senses low-light vision; Perception +10
  DEfEnSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 7 (1d8+3)
  fort +5, Ref +4, Will +2
  OffEnSE
  Speed 10 ft., fly 80 ft. (average)
  Melee 2 talons +3 (1d4+2), bite +3 (1d4+2)
  Space 2-1/2 ft. Reach 0 ft.
  STATISTICS
  Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
  Base Atk +0; CMB +1; CMD 13
  feats Weapon Finesse
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
  
  Centipede, Giant
  gIAnT CEnTIPEDE 
  CR 1/2
  XP 200
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 7 (1d8+3)
  fort +5, Ref +2, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 40 ft., climb 40 ft.
  Melee bite +2 (1d6+1 plus poison)
  Special Attacks poison
  STATISTICS
  Str 13, Dex 15, Con 16, Int —, Wis 10, Cha 2
  Base Atk +0; CMB +1; CMD 13 (can’t be tripped)
  feats Weapon FinesseB
  Skills Climb +12, Perception +4, Stealth +10; 
  Racial Modifiers
  +4 Perception, +8 Stealth
  SPECIAL ABILITIES
  Poison (EX) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save 
  DC is Constitution-based and includes a +2 racial bonus.
  This lengthy, segmented horror writhes and twists, pulsing its 
  venomous mandibles in search of prey.
  
  fIRE BEETLE 
  CR 1/3
  XP 135
  N Small vermin
  Init +0; Senses low-light vision; Perception +0
  DEfEnSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 6 (1d8+2)
  fort +4, Ref +0, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +3 (1d4+2)
  STATISTICS
  Str 14, Dex 11, Con 15, Int —, Wis 10, Cha 7
  Base Atk +0; CMB +1; CMD 11 (19 vs. trip)
  Skills Fly –2
  SQ luminescence
  SPECIAL ABILITIES
  Luminescence (Ex) A fire beetle’s glowing glands provide light 
  in a 10-foot radius. A dead fire beetle’s luminescent glands 
  continue to glow for 1d6 days after its death.
  Beetle, Fire
  This housecat-sized beetle is a dull brown color brightened by two 
  glowing green-yellow spots on its carapace.
  
  Mite
  MITE 
  CR 1/4
  XP 100
  LE Small fey
  Init +1; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +5
  DEfEnSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 5 (1d6+2)
  fort +2, Ref +3, Will +3
  DR 2/cold iron
  Weaknesses light sensitivity
  OffEnSE
  Speed 20 ft., climb 20 ft.
  Melee dagger +2 (1d3+1/19–20) 
  Ranged dart +2 (1d3+1) 
  Special Attacks hatred
  Spell-Like Abilities (CL 1st)
  At will—prestidigitation
  1/day—doom (DC 10)
  STATISTICS
  Str 12, Dex 13, Con 15, Int 8, Wis 13, Cha 8
  Base Atk +0; CMB +0; CMD 11
  feats Point-Blank Shot
  Skills Climb +9, Handle Animal +0, Perception +5, Ride +2, 
  Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight 
  of Hand, +4 Stealth
  Languages Undercommon
  SQ vermin empathy +4
  SPECIAL ABILITIES
  hatred (Ex) Mites receive a +1 bonus on attack rolls against 
  humanoid creatures of the dwarf or gnome subtype due to 
  special training against these hated foes.
  Vermin Empathy (Ex) This ability functions as a druid’s 
  wild empathy, save that a mite can only use this ability 
  on vermin. A mite gains a +4 racial bonus on this check. 
  Vermin are normally mindless, but this empathic 
  communication imparts on them a modicum of 
  implanted intelligence, allowing mites to train 
  Medium vermin and use them as mounts. Vermin 
  empathy treats swarms as if they were one 
  creature possessing a single mind—a mite can 
  thus use this ability to influence and direct the 
  actions of swarms with relative ease. 
  This squat humanoid seems to be nearly all head—an unfortunate 
  circumstance, considering how ugly its puffy blue face is.
  
  Frog, Poison
  POISOn fROg
  CR 1/2
  XP 200
  N Tiny animal
  Init +1; Senses low-light vision; Perception +3
  DEfEnSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 6 (1d8+2)
  fort +4, Ref +3, Will –1
  OffEnSE
  Speed 10 ft., swim 20 ft.
  Melee bite +3 (1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10
  Base Atk +0; CMB +1; CMD 9 (13 vs. trip)
  feats Weapon Finesse
  Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, 
  Swim + 11; Racial Modifiers +4 Acrobatics (+8 jumping), 
  +4 Stealth; uses Dex to swim
  SPECIAL ABILITIES
  Poison (Ex) Injury; save Fort DC 12; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save
  This small frog is bright green and red, with electric-blue stripes 
  on its hind legs.
  
  Horse, Pony
  POny
  CR 1/2
  XP 200
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 17 (2d8+8)
  fort +7, Ref +4, Will +0
  OffEnSE
  Speed 40 ft.
  Melee 2 hooves –1 (1d3+1)
  STATISTICS
  Str 15, Dex 13, Con 18, Int 2, Wis 11, Cha 4
  Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
  feats Endurance, RunB
  Skills Perception +5
  SQ docile (see horse)
  This squat equine plods forward with large, curious eyes. As it 
  nears, it extends its muzzle, clearly expecting a treat.
  
  DOg
  CR 1/3
  XP 135
  N Small animal
  Init +1; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 8 (1d8+4)
  fort +6, Ref +3, Will +1
  OffEnSE
  Speed 40 ft.
  Melee bite +4 (1d4+3)
  STATISTICS
  Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
  feats Skill Focus (Perception)
  Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 
  (+5 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  Dog
  This small dog has a rough coat and a hungry look in its dark 
  brown eyes.
  
  Stirge
  STIRgE 
  CR 1/2
  XP 200
  N Tiny magical beast
  Init +4; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +1
  DEfEnSE
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
  hp 7 (1d10+2)
  fort +4, Ref +6, Will +1
  OffEnSE
  Speed 10 ft., fly 40 ft. (average)
  Melee touch +7 (attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain
  STATISTICS
  Str 7, Dex 19, Con 14, Int 1, Wis 12, Cha 6
  Base Atk +1; CMB +5 (+13 grapple when attached); CMD 11 (19 
  vs. trip)
  feats Weapon Finesse
  Skills Fly +8, Stealth +16
  SQ diseased
  SPECIAL ABILITIES
  Attach (Ex) When a stirge hits with a touch attack, its barbed 
  legs latch onto the target, anchoring it in place. An 
  attached stirge is effectively grappling its prey. The stirge 
  loses its Dexterity bonus to AC and has an AC of 12, but 
  holds on with great tenacity and inserts its proboscis into 
  the grappled target’s flesh. A stirge has a +8 racial bonus 
  to maintain its grapple on a foe once it is attached. An 
  attached stirge can be struck with a weapon or grappled 
  itself—if its prey manages to win a grapple check or 
  Escape Artist check against it, the stirge is removed.
  Blood Drain (Ex) A stirge drains blood at the end of 
  its turn if it is attached to a foe, inflicting 1 point 
  of Constitution damage. Once a stirge has dealt 4 
  points of Constitution damage, it detaches and flies 
  off to digest the meal. If its victim dies before the 
  stirge’s appetite has been sated, the stirge detaches 
  and seeks a new target.
  Diseased (Ex) Due to the stagnant swamps in which they live 
  and their contact with the blood of numerous creatures, 
  stirges are harbingers of disease. Any creature subjected 
  to a stirge’s blood drain attack has a 10% chance of being 
  This insectoid creature has two pairs of bat wings, a tangle of thin 
  legs, and a needle-sharp proboscis.
  exposed to filth fever, blinding sickness, or a similar disease 
  (Pathfinder RPG Core Rulebook 557). Once this check is made, 
  the victim can no longer be infected by this particular 
  stirge, though attacks by different stirges are resolved 
  normally and may result in multiple illnesses.
  
  VIPER 
  CR 1/2
  XP 200
  N Tiny animal
  Init +3; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 5 (1d8+1)
  fort +3, Ref +5, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d2 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2
  Base Atk +0; CMB +3; CMD 10 (can’t be tripped)
  feats Weapon Finesse
  Skills Climb +13, Perception +9, Stealth +15, Swim +13; 
  Racial 
  Modifiers +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 11; frequency 1/round for 
  6 rounds; effect 1d2 Con; cure 1 save.
  Snake, Venomous
  This brightly colored snake assumes an aggressive posture, its 
  hissing mouth open to display its fangs.
  
  Summon Nature's Ally II
  Augmented
  
  Ant, Worker
  A thin, six-legged ant the size of a pony stands at the ready, its 
  mandibles chittering and its stinger dripping with venom.
  gIAnT AnT 
  CR 2
  XP 600
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
  DEfEnSE
  AC 15, touch 10, flat-footed 15; (+5 natural)
  hp 22(2d8+13)
  fort +8, Ref +0, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft., climb 20 ft.
  Melee bite +5 (1d6+4) sting +5 (1d4+4)
  STATISTICS
  Str 118, Dex 10, Con 21, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +5 (+9 grapple); CMD 15 (23 vs. trip)
  feats ToughnessB
  Skills Climb +12, Perception +5, Survival +5; 
  Racial Modifiers 
  +4 Perception, +4 Survival
  
  Elemental, Air
  SMALL AIR ELEMEnTAL                                             CR 1
  XP 400
  N Small outsider (air, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 17 (2d10+6)
  fort +6, Ref +6, Will +0
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +6 (1d4+3)
  Special Attacks whirlwind (DC 14)
  STATISTICS
  Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +4; CMD 17
  feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge 
  (planes) +1, Perception +4, Stealth +11
  Elemental, Earth
  SMALL EARTh ELEMEnTAL 
                             CR 1
  XP 400
  N Small outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
  hp 15 (2d10+6)
  fort +6, Ref –1, Will +3
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +8 (1d6+7)
  Special Attacks earth mastery
  STATISTICS
  Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +6; CMD 15
  feats Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7
  Elemental, Fire
  SMALL fIRE ELEMEnTAL 
                            CR 1
  XP 400
  N Small outsider (elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
  hp 13 (2d10+2)
  fort +5, Ref +4, Will +0
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +4 (1d4+2 plus burn)
  Special Attacks burn (1d4, DC 13)
  STATISTICS
  Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 15
  feats Dodge, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +5, Climb +6, Escape Artist +5, Intimidate +4, 
  Knowledge (planes) +1, Perception +4
  SMALL WATER ELEMEnTAL                                       CR 1
  XP 400
  N Small outsider (elemental, extraplanar, water)
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 17 (2d10+6)
  fort +6, Ref +3, Will +0
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +7 (1d6+6)
  Special Attacks drench, vortex (DC 15), water mastery
  STATISTICS
  Str 18, Dex 10, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +5; CMD 15
  feats Power Attack
  Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, 
  Perception +4, Stealth +8, Swim +16
  Elemental, Water
  
  Frog, Giant
  gIAnT fROg
  CR 1
  XP 400
  N Medium Animal
  Init +1; Senses low-light vision, scent; Perception +3
  DEfEnSE
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 19 (2d8+10)
  fort +8, Ref +6, Will –1
  OffEnSE
  Speed 30 ft., swim 30 ft.
  Melee bite +5 (1d6+4 plus grab) or tongue +5 touch (grab) 
  Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue
  STATISTICS
  Str 19, Dex 13, Con 20, Int 1, Wis 8, Cha 6
  Base Atk +1; CMB +4(+9 grapple); CMD 16 (20 vs. trip)
  feats Lightning Reflexes
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth 
  +5, Swim +12; Racial Modifiers +4 Acrobatics (+8 
  jumping), +4 Stealth
  SPECIAL ABILITIES
  Tongue (Ex) A giant frog’s tongue is a primary attack with reach 
  equal to three times the frog’s normal reach (15 feet for a 
  Medium giant frog). A giant frog’s tongue deals no damage on 
  a hit, but can be used to grab. A giant frog does not gain the 
  grappled condition while using its tongue in this manner.
  This creature looks like a normal frog, with moist, mottled, 
  blackish-green skin, but grown to truly monstrous size.
  
  Spider, Giant
  gIAnT SPIDER 
  CR 1
  XP 400
  N Medium vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
  hp 22 (3d8+9)
  fort +6, Ref +4, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +4 (1d6+2 plus poison) 
  Special Attack web (+5 ranged, DC 14, hp 2)
  STATISTICS
  Str 15, Dex 17, Con 16, Int —, Wis10, Cha 2
  Base Atk +2; CMB +4; CMD 17 (29 vs. trip)
  Skills Climb +18, Perception +4 (+8 in webs), Stealth 
  +7 (+11 in webs); 
  Racial Modifiers +4 
  Perception, +4 Stealth (+8 in webs), +16 Climb
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 16; 
  frequency 1/round for 4 rounds; effect
  1d2 Strength damage; cure 1 save.
  A spider the size of a man crawls silently from the depths of its 
  funnel-shaped web.
  
  Goblin Dog
  gOBLIn DOg
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 11 (1d8+7)
  fort +6, Ref +4, Will +1
  Immune disease
  OffEnSE
  Speed 50 ft.
  Melee bite +4 (1d6+6 plus allergic reaction) 
  STATISTICS
  Str 19, Dex 14, Con 19, Int 2, Wis 12, Cha 8
  Base Atk +0; CMB +4; CMD 16
  feats Toughness
  Skills Stealth +6
  SPECIAL ABILITIES
  Allergic Reaction (Ex) A goblin dog’s dander is highly irritating 
  to all creatures save those with the goblinoid subtype. A 
  non-goblinoid creature damaged by a goblin dog’s bite, 
  who deals damage to a goblin dog with a natural weapon 
  or unarmed attack, or who otherwise comes into contact 
  with a goblin dog (including attempts to grapple or ride 
  the creature) must make a DC 14 Fortitude save or break 
  out in an itching rash. A creature affected by this rash takes 
  a –2 penalty to Dexterity and Charisma for 1 day (multiple 
  allergic reactions do not stack). Remove disease or any 
  magical healing removes the rash instantly. This is a disease 
  effect. The save DC is Constitution-based.
  This mangy canine’s face has the same flat nose, beady eyes, and 
  protruding teeth as a rat grown grotesquely large.
  
  hORSE 
  CR 1
  XP 400
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 19 (2d8+10)
  fort +8, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee 2 hooves +0 (1d4+2)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 20, Dex 14, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +7; CMD 17 (23 vs. trip9
  feats Endurance, RunB
  Skills Perception +6
  SQ docile
  SPECIAL ABILITIES
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a 
  horse’s hooves are treated as secondary attacks.
  Horse
  This proud horse thunders across the grassy plain with fluid 
  grace, wind tugging at its loose-fitting barding. 
  
  Hyena
  hyEnA 
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 17 (2d8+8)
  fort +7, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +5 (1d6+6 plus trip) 
  STATISTICS
  Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +5; CMD 17
  feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass);
   Racial Modifiers +4 Stealth in tall grass
  This hyena is covered in shaggy, tan-colored fur with black and 
  brown stripes.
  
   Escape Artist +13, Stealth +20, Swim +11; 
  Octopus
  OCTOPUS 
  CR 1
  XP 400
  N Small animal (aquatic)
  Init +3; Senses low-light vision; Perception +1
  DEfEnSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 17 (2d8+8)
  fort +7, Ref +6, Will +1
  Defensive Abilities ink cloud
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +5 (1d3+3 plus poison), tentacles +3 (grab)
  STATISTICS
  Str 16, Dex 17, Con 18, Int 2, Wis 13, Cha 3
  Base Atk +1; CMB +3 (+7 grapple); CMD 16 (can’t be tripped)3
  feats MultiattackB, Weapon Finesse
  Skills
  Racial 
  Modifiers +8 Stealth, +10 Escape Artist
  SPECIAL ABILITIES
  Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of 
  ink once per minute as a free action. The ink provides total 
  concealment in water, and persists for 1 minute.
  jet (Ex) An octopus can jet backward once per round as a 
  full-round action, at a speed of 200 feet. It must move in a 
  straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison (Ex) Bite—injury; save Fort DC 15; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save.
  Eight tentacles, each adorned with rows of countless suckers, 
  unfurl from the barrel-shaped body of this large-eyed creature.
  
  Squid
  SQUID 
  CR 1
  XP 400
  N Medium animal (aquatic)
  Init +6; Senses low-light vision; Perception +7
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 19 (3d8+6)
  fort +5, Ref +7, Will +2
  Defensive Ability ink cloud (5-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 240 ft.
  Melee bite +6 (1d3+4), tentacles +4 (1d4+2 plus grab)
  STATISTICS
  Str 19, Dex 15, Con 15, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB +6 (+810 grapple); CMD 18
  feats Improved Initiative, Lightning Reflexes, MultiattackB
  Skills Perception +7, Swim +12
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud of ink 
  once per minute as a free action while underwater. This cloud 
  provides total concealment. The ink persists for 1 minute.
  jet (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  This slender red squid darts through the water with alacrity. Two 
  large eyes stare from above the creature’s tentacles.
  
  Wolf
  WOLf
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 17(2d8+8)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +4 (1d6+3 plus trip)
  STATISTICS
  Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
  feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  This powerful canine watches its prey with piercing yellow eyes, 
  darting its tongue across sharp white teeth.
  
  Summon Nature's Ally III
  Augmented
  
  gORILLA 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
  hp 25 (3d8+12)
  fort +9, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +5 (1d6+4)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
  Base Atk +2; CMB +8; CMD20
  feats Great Fortitude, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +16, 
  Perception +8
  Ape, Gorilla
  Large, deep-set eyes peer from beneath this great ape’s thick brow 
  as it lumbers forward on its legs and knuckles.
  
  Boar
  BOAR 
  CR 2
  XP 600
  N Medium animal
  Init +0; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 22 (2d8+13)
  fort +8, Ref +3, Will +1
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +6 melee (1d8+7)
  STATISTICS
  Str 21, Dex 10, Con 21, Int 2, Wis 13, Cha 4
  Base Atk +1; CMB +6; CMD 16
  feats Toughness
  Skills Perception +6
  This ill-tempered beast’s tiny, bloodshot eyes glare angrily above 
  a mouth filled with sharp tusks.
  
  Cat, Cheetah
  ChEETAh
  CR 2
  XP 600
  N Medium animal
  Init +8; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 25 (3d8+12)
  fort +7, Ref +7, Will +2
  OffEnSE
  Speed 50 ft.; sprint
  Melee bite +6 (1d6+5 plus trip), 2 claws +6 (1d3+5) 
  STATISTICS
  Str 21, Dex 19, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +7; CMD 21 (25 vs. trip)
  feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall 
  grass); Racial Modifiers +4 Stealth in tall grass
  SPECIAL ABILITIES
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its 
  normal speed (500 feet) when it makes a charge.
  This large, sleek feline has a golden coat spotted with black. Its 
  long and powerful legs are obviously capable of great speed.
  
   (1d4+7)
  Snake, Constrictor
  COnSTRICTOR SnAkE 
  CR 2
  XP 600
  N Medium animal
  Init +3; Senses scent; Perception +12
  DEfEnSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 25 (3d8+12)
  fort +6, Ref +6, Will +2
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +7 (1d4+7 plus grab)
  Special Attacks constrict
  STATISTICS
  Str 21, Dex 17, Con 16, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +7 (+11 grapple); CMD 20 (can’t be tripped)
  feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +13, Perception +12, Stealth +11, 
  Swim +13; Racial Modifiers +4 Perception, +4 Stealth,
  +8 Acrobatics
  This large snake has a thick, muscular body and dull green scales 
  decorated with dirty brown stripes.
  
  Crocodile
  CROCODILE 
  CR 2
  XP 600
  N Large animal
  Init +1; Senses low-light vision; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 28 (3d8+15)
  fort +8, Ref +4, Will +2
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +7 (1d8+6 plusgrab) and tail slap +2 (1d12+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks death roll (1d8+9 plus trip)
  STATISTICS
  Str 23, Dex 12, Con 21, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
  feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +5 (+13 in water), Swim +14; Racial 
  Modifiers +8 on Stealth in water
  SQ hold breath
  SPECIAL ABILITIES
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  a crocodile can perform a death roll upon making a 
  successful grapple check. As it clings to its foe, it tucks 
  in its legs and rolls rapidly, twisting and wrenching its 
  victim. The crocodile inflicts its bite damage and knocks 
  the creature prone. If successful, the crocodile maintains 
  its grapple.
  hold Breath (Ex) A crocodile can hold its 
  breath for a number of rounds equal 
  to 4 times its Constitution score 
  before it risks drowning.
  Sprint (Ex) Once per minute a crocodile 
  may sprint, increasing its land speed to 40 feet for 
  1 round.
  This reptile lunges out of the placid water with shocking speed. Its 
  jaw gapes open in a roar, its powerful tail lashing behind.
  
  DIRE BAT 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses blindsense 40 ft.; Perception +12
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 28 (4d8+12)
  fort +7, Ref +6, Will +3
  OffEnSE
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +7 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 21, Dex 15, Con 17, Int 2, Wis 14, Cha 6
  Base Atk +3; CMB +9; CMD21
  feats Alertness, Stealthy
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense
  Bat, Dire
  This giant, furry bat is nearly the size of an ox, with dark leathery 
  wings that open wider than two men with arms outstretched.
  
   constrict (1d4+4)
  Crab, Giant
  gIAnT CRAB 
  CR 2
  XP 600
  N Medium vermin (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 25 (3d8+12)
  fort +7, Ref +2, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +6 (1d4+4 plus grab)
  Special Attacks
  STATISTICS
  Str 17, Dex 13, Con 18, Int —, Wis 10, Cha 2
  Base Atk +2; CMB +6 (+10 grapple); CMD 17 (29 vs. trip)
  Skills Perception +4, Swim +12; Racial Modifiers +4 Perception
  SQ water dependency
  SPECIAL ABILITIES
  Water Dependency (Ex) Giant crabs can survive out of the 
  water for 1 hour per point of Constitution. Beyond this 
  limit, a giant crab runs the risk of suffocation, as if it
   were drowning.
  This lumbering hard-shelled crab stands as tall as a dwarf, its 
  massive pincers waving menacingly.
  
  Lizard, Monitor
  MOnITOR LIzARD 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 28 (3d8+15)
  fort +10, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., swim 30 ft. 
  Melee bite +7 (1d8+7 plus grab and poison)
  STATISTICS
  Str 21, Dex 15, Con 21, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +7 (+11 grapple); CMD 19 (23 vs. trip)
  feats Great Fortitude, Skill Focus (Perception)
  Skills Climb +9, Perception +8, Stealth +10 (+14 in undergrowth), 
  Swim +13; Racial Modifiers +4 Stealth (+8 in undergrowth)
  SPECIAL ABILITIES
  Poison (Su) Bite—injury; save Fort DC 16; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; 
  cure 1 save. The save DC is Constitution-based.
  This immense lizard moves with a slow but relentless gait. Its feet 
  end in large talons, and ropes of drool hang from its toothy maw.
  
  Shark
  ShARk
  CR 2
  XP 600
  N Large animal (aquatic)
  Init +5; Senses blindsense 30 ft., keen scent; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 30 (4d8+12)
  fort +9, Ref +5, Will +2
  OffEnSE
  Speed swim 60 ft.
  Melee bite +7 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 12, Con 13, Int 1, Wis 12, Cha 2
  Base Atk +3; CMB +7; CMD 18
  feats Great Fortitude, Improved Initiative
  Skills Perception +8, Swim +13
  SPECIAL ABILITIES
  keen Scent (Ex) A shark can notice 
  creatures by scent in a 180-foot radius 
  underwater and can detect blood in 
  the water at ranges of up to a mile.
  This blue shark’s fins slice through the water, its black eyes rolling 
  and its gaping jaws showing countless teeth.
  
  Wolverine
  WOLVERInE 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 28 (3d8+15)
  fort +7, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee 2 claws +6 (1d6+4), bite +6(1d4+4) 
  Special Attacks rage
  STATISTICS
  Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
  Base Atk +2; CMB +6; CMD 18 (22 vs. trip)
  feats Skill Focus (Perception), Toughness 
  Skills Climb +12, Perception +10
  SPECIAL ABILITIES
  Rage (Ex) A wolverine that takes damage in 
  combat flies into a rage on its next turn, 
  clawing and biting madly until either it 
  or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and 
  –2 to AC. The creature cannot 
  end its rage voluntarily.
  This stocky, muscular mammal is the size of a badger, its snarling 
  lips revealing a mouth full of yellow teeth.
  
  Summon Nature's Ally IV
  Augmented
  
  Dinosaur, Deinonychus
  DEInOnyChUS 
  CR 3
  XP 800
  N Medium animal
  Init +6; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 42 (4d8+24)
  fort +10, Ref +6, Will +2
  OffEnSE
  Speed 60 ft.
  Melee 2 talons +7 (1d8+4),bite +7 (1d6+4), foreclaws +2 (1d4+2) 
  Special Attacks pounce
  STATISTICS
  Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
  Base Atk +3; CMB +5; CMD 17
  feats Improved Initiative, Run
  Skills Acrobatics +10  (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
  This brightly colored dinosaur exudes a dangerous ferocity. Each 
  foot is armed with a large, sickle-shaped claw.
  
  Ape, Dire
  DIRE APE (gIgAnTOPIThECUS)  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
  hp 38 (4d8+20)
  fort +9, Ref +6, Will +4
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +8 (1d6+6), 2 claws +8 (1d4+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d4+9)
  STATISTICS
  Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 7
  Base Atk +3; CMB +10; CMD 22
  feats Iron Will, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +18, Perception +8, Stealth +2
  Sharp teeth fill this large, feral ape’s mouth, and its long, muscular 
  arms stretch to the ground, ending in wickedly curved claws.
  
  Boar, Dire
  DIRE BOAR (DAEODOn)
  CR 4
  XP 1,200
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 52 (5d8+30)
  fort +9, Ref +4, Will +2
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +10 melee (2d6+12)
  STATISTICS
  Str 27, Dex 10, Con 21, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +12; CMD 22
  feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  The back of this horse-sized boar rises in a steep slope. Its tiny red 
  eyes are crusted with filth and its bristly flank crawls with flies.
  
  Wolf, Dire
  DIRE WOLf
  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 47 (5d8+25)
  fort +9, Ref +6, Will +2
  OffEnSE
  Speed 50 ft.
  Melee bite +9 (1d8+9 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 23, Dex 15, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +10; CMD 22 (26 vs. trip)
  feats Run, Skill Focus (Perception), Weapon Focus (bite)
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  This immense black wolf is the size of a horse, its fangs as large 
  and sharp as knives.
  
  Elemental, Air
  MEDIUM AIR ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
  hp 38 (4d10+16)
  fort +8, Ref +9, Will +1
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +9 (1d6+6)
  Special Attacks whirlwind (DC 16)
  STATISTICS
  Str 18, Dex 21, Con 18, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +8; CMD 24
  feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge 
  (planes) +1, Perception +7, Stealth +10
  Elemental, Earth
  MEDIUM EARTh ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
  DEfEnSE
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
  hp 42 (4d10+20)
  fort +9, Ref +0, Will +4
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +11 (1d8+710
  Special Attacks earth mastery
  STATISTICS
  Str 24, Dex 8, Con 21, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +11; CMD20
  feats Cleave, Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +12, Knowledge (dungeoneering) +2, 
  Knowledge (planes) +2, Perception +7, Stealth +3
  Elemental, Fire
  MEDIUM fIRE ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 38 (4d10+16)
  fort +8, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +7 (1d6+3 plus burn)
  Special Attacks burn (1d6, DC 16)
  STATISTICS
  Str 16, Dex 17, Con 18, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD20
  feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +8, Climb +7, Escape Artist +8, Intimidate +5, 
  Knowledge (planes) +1, Perception +7
  436443
  MEDIUM WATER ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, water)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural)
  hp 38 (4d10+16)
  fort +8, Ref +5, Will +1
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +9 (1d8+7)
  Special Attacks drench, vortex (DC 17), water mastery
  STATISTICS
  Str 20, Dex 12, Con 19, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +9; CMD20
  feats Cleave, Power Attack
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +18
  Elemental, Water
  436443
  
  Beetle, Giant Stag
  gIAnT STAg BEETLE 
  CR 4
  XP 1,200
  N Large vermin
  Init +0; Senses darkvision 60 ft.; Perception +0
  DEfEnSE
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
  hp 59 (7d8+28)
  fort +9, Ref +2, Will +2
  Immune mind-affecting effects
  OffEnSE
  Speed 20 ft., fly 20 ft. (poor)
  Melee bite +10 (2d8+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks trample (1d6+9, DC 19)
  STATISTICS
  Str 23, Dex 10, Con19 Int —, Wis 10, Cha 9
  Base Atk +5; CMB +12, CMD 22 (30vs. trip) 
  Skills Fly –6
  With a sleek body and huge mandibles raised in a threatening 
  pose, this large beetle stands firm in defense of its territory.
  
  Wasp, Giant
  gIAnT WASP 
  CR 3
  XP 800
  N Large vermin
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
  hp 42 (4d8+24)
  fort +10, Ref +2, Will +2
  Immune mind-affecting 
  effects
  OffEnSE
  Speed 20 ft., fly 60 ft. 
  (good)
  Melee sting +8 (1d8+9 
  plus poison)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 22, Dex 12, Con 20, Int —, 
  Wis 13, Cha 11
  Base Atk +3; CMB +10; CMD 21
  Skills Fly +3, Perception +9; Racial 
  Modifiers +8 Perception
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 20; 
  frequency 1/round for 6 rounds; effect 1d2 Dexterity 
  damage; cure 1 save. The save DC is Constitution-based, 
  and includes a +2 racial bonus.
  This horse-sized wasp is covered in yellow and black vertical 
  stripes—its stinger is the size of a sword and drips with venom.
  
   23 (27 vs. trip)
   (2 claws +7, 1d4+5)
  Griffon
  gRIffOn
  CR 4
  XP 1,200
  N Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 52 (5d10+25)
  fort +9, Ref +6, Will +4
  OffEnSE
  Speed 30 ft., fly 80 ft. (average)
  Melee bite +10 (1d6+5), 2 talons +9 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake
  STATISTICS
  Str 20, Dex 15, Con 20, Int 5, Wis 13, Cha 8
  Base Atk +5; CMB +11; CMD
  feats Iron Will, Skill Focus (Perception), Weapon Focus (bite)
  Skills Acrobatics +10, Fly +5, Perception +12; Racial Modifiers
  +4 Acrobatics, +4 Perception
  Languages Common (cannot speak)
  This majestic beast has the body of a lion, the head and forelegs of 
  a great eagle, and a massive pair of feathered wings.
  
  Bear, Grizzly
  gRIzzLy BEAR 
  CR 4
  XP 1,200
  N Large animal
  Init +1; Senses low-light vision, scent ; Perception +6
  DEfEnSE
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 52 (5d8+30)
  fort +10, Ref +5, Will +2
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +9 (1d6+57 plus grab), bite +9 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 13, Con 23, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +11 (+15 grapple); CMD 22 (26 vs. trip)
  feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +16; 
  Racial Modifiers 
  +4 Swim
  Broad, powerful muscles move beneath this massive bear’s brown 
  fur, promising both speed and lethal force.
  
  LIOn
  CR 3
  XP 800
  N Large Animal
  Init +7; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 42 (5d8+20)
  fort +8, Ref +7, Will +2
  OffEnSE
  Speed 40 ft.
  Melee bite +9 (1d8+7 plus grab), 2 claws +9 (1d4+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +9, 1d4+7)
  STATISTICS
  Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  Lion
  This great cat’s muscles flex visibly under its skin as it bares its 
  fangs and shakes its thick mane of hair.
  
  Mephit
  MEPhIT 
  CR 3
  XP 800
  N Small outsider (varies)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 25 (3d10+9); fast healing 2
  fort +4, Ref +5, Will +3
  DR 5/magic
  OffEnSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +7 (1d3+3)
  Special Attacks breath weapon (15-foot cone, effect based on 
  type, Refex DC 15 for half)
  Spell-Like Abilities (CL 6th)
  1/day—summon (level 2, 1 mephit of the same type 25%), 
  additional abilities based on mephit type
  STATISTICS
  Str 17, Dex 15, Con 16, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +5; CMD 17
  feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
  ECOLOgy
  Environment any (elemental planes)
  Organization solitary, pair, gang (3–6), mob (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) Each type of mephit can unleash a 
  particular breath weapon every 4 rounds as a standard 
  action. The DC is Constitution-based and includes a +1 
  racial bonus.
  This small humanoid creature has thin, leathery wings, small 
  horns, and a mischievous smile. 
  Air Mephit (Air)
  Air mephits are commonly found on the Plane of Air. 
  These mephits are whimsical and prone to distraction.
  •	 fast healing: Works only in gusty and windy areas.
  •	 Speed: Fly 60 ft. (perfect)
  •	 Breath Weapon: A cone of sand and grit that deals 1d8 
  slashing damage.
  •	 Spell-Like Abilities: blur 1/hour, gust of wind 1/day.
  Dust Mephit (Air)
  Dust mephits are commonly found on the Plane of Air. 
  These mephits are irritating and persistent.
  •	 fast healing: Works only in dusty environments.
  •	 Speed: Fly 50 ft. (perfect)
  •	 Breath Weapon: A cone of dust that deals 1d4 slashing 
  damage. The dust also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Spell-Like Abilities: blur 1/hour, wind wall 1/day
  Earth Mephit (Earth)
  Earth mephits are commonly found on the Plane of Earth. 
  These mephits are plodding and humorless.
  •	 fast healing: Works only while underground.
  •	 Breath Weapon: A cone of rocks that deals 1d8 
  bludgeoning damage.
  •	 Change Size: Once per day, an earth mephit can enlarge 
  one size category, as enlarge person, except that it only 
  works on the earth mephit. This power acts as a 2nd-
  level spell.
  •	 Spell-Like Abilities: soften earth and stone 1/day
  Ice Mephit (Cold)
  Ice mephits are commonly found on the Plane of Air. These 
  mephits are cruel and aloof.
  •	 fast healing: Works only in areas below freezing.
  •	 Immune: Cold
  •	 Weaknesses: Vulnerability to fire
  •	 Breath Weapon: A cone of ice that deals 1d4 cold damage. 
  The cold also causes living creatures to be sickened for 3 
  rounds. A Reflex save halves the damage and negates the 
  sickened effect.
  •	 Spell-Like Abilities: magic missile 1/hour, chill metal 1/day (DC 14)
  Magma Mephit (Fire)
  Magma mephits are commonly found on the Plane of Fire. 
  These mephits are dim-witted brutes.
  •	 fast healing: Works only in contact with magma or lava.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath Weapon: A cone of fire that deals 1d8 fire damage.
  •	 Magma form (Su): Once per hour, a magma mephit can 
  assume the form of a pool of lava, 3 feet in diameter and 
  6 inches deep. While in this form, its DR increases to 20/
  magic and it cannot attack. It can move at a speed of 
  10 feet per round and can pass through small openings 
  and cracks. Anything touching this pool takes 1d6 fire 
  damage. A magma mephit may remain in this form for up 
  to 10 minutes.
  •	 Spell-Like Abilities: pyrotechnics 1/day
  Salt Mephit (Earth)
  Salt mephits are commonly found on the Plane of Earth. 
  These mephits are cruel and aloof.
  •	 fast healing: Works only in arid environments.
  •	 Breath Weapon: A cone of salt crystals that deals 1d4 
  slashing damage. The salt also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Dehydrate (Su): Once per day a salt mephit can draw the 
  moisture from an area in a 20-foot radius centered on 
  Steam Mephit (Fire)
  Steam mephits are commonly found on the Plane of Fire. 
  These mephits are overconfident and brash.
  •	 fast healing: Works only in boiling water or steam.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath weapon: A cone of steam that deals 1d4 fire damage. 
  The scalding water also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Boiling Rain (Su): Once per day a steam mephit can create 
  a rainstorm of boiling water in a 20-foot-square area. Living 
  creatures within the area take 2d6 points of fire damage 
  (Fortitude DC 14 half; caster level 6th). This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: blur 1/hour
  Water Mephit (Water)
  Water mephits are commonly found on the Plane of Water. 
  These mephits are constant jokesters.
  •	 fast healing: Works only while the mephit is underwater.
  •	 Speed: Swim 30 ft.
  •	 Breath Weapon: A cone of acid that deals 1d8 acid damage.
  •	 Spell-Like Abilities: acid arrow 1/hour, stinking cloud 1/day 
  (DC 15)
  itself. Living creatures within range take 2d8 points of 
  damage (Fortitude DC 14 half; caster level 6th). This effect is 
  especially devastating to plant and aquatic creatures, which 
  take a –2 penalty on their saving throws. This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: glitterdust 1/hour.
  
  Owlbear
  An amalgam of fur and feathers, this bizarre half-bear, half-owl 
  monstrosity raises its huge, ursine claws in anger.
  OWLBEAR 
  CR 4
  XP 1,200
  N Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +12
  DEfEnSE 
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size)
  hp 57 (5d10+30)
  fort +12, Ref +5, Will +2
  OffEnSE 
  Speed 30 ft.
  Melee 2 claws +10 (1d6+6 plus grab), bite +10 (1d6+6)
  Space 10 ft.; Reach 5 ft. 
  STATISTICS
  Str 23, Dex 12, Con 22, Int 2, Wis 12, Cha 10
  Base Atk +5; CMB +12 (+16 grapple); CMD 23 (27 vs. trip)
  feats Improved Initiative, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +12
  
  Dinosaur, Pteranodon
  PTERAnODOn
  CR 3
  XP 800
  N Large animal
  Init +8; Senses low-light vision, scent; Perception +11 
  DEfEnSE
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 42 (5d8+20)
  fort +8, Ref +8, Will +3
  OffEnSE
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +7 (2d6+7) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 20, Dex 19, Con 19, Int 2, Wis 15, Cha 12
  Base Atk +3; CMB +9; CMD 23
  feats Dodge, Improved Initiative, Skill Focus (Perception)
  Skills
  This flying reptile has two huge wings and a distinctive backward-
  sweeping crest decorating its head.
   Fly –1, Perception +11
  
  Rhinoceros
  RhInOCEROS 
  CR 4
  XP 1,200
  N Large animal
  Init +0; Senses scent; Perception +12
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 52 (5d8+30)
  fort +12, Ref +4, Will +2
  OffEnSE
  Speed 40 ft.
  Melee gore +10 (2d6+12)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d6+16)
  STATISTICS
  Str 26, Dex 10, Con 23, Int 2, Wis 13, Cha 5
  Base Atk +3; CMB +12; CMD 22 
  (26 vs. trip)
  feats Endurance, Great Fortitude, 
  Skill Focus (Perception)
  Skills Perception +12
  This rhinoceros has a low-slung head with twisted ears that lie 
  back along its neck.
  
  depending on what 
  or 
   fear
  SATyR 
  CR 4
  XP 1,200
  CN Medium fey
  Init +2; Senses low-light vision; Perception +18
  DEfEnSE
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
  hp 60 (8d6+32)
  fort +6, Ref +8, Will +8
  DR 5/cold iron
  OffEnSE
  Speed 40 ft.
  Melee dagger +6 (1d4+4/19–20), horns +1 (1d6+2)
  Ranged short bow +6 (1d6/×3)
  Special Attacks pipes
  Spell-Like Abilities (CL 8th)
  At will—charm person (DC 15), dancing lights, 
  ghost sound (DC 14), sleep (DC 15), suggestion 
  (DC 17)
  1/day—fear (DC 18), summon nature’s ally III
  STATISTICS
  Str 18, Dex 15, Con 19, Int 12, Wis 14, Cha 19
  Base Atk +4; CMB +8; CMD 20 
  feats Dodge, Mobility, Skill Focus (Perception), 
  Weapon Finesse
  Skills Bluff +15, Diplomacy +15, Disguise +9, 
  Intimidate +9, Knowledge 
  (nature) +10, Perception +18, 
  Perform (wind instruments) 
  +21, Stealth +17, Survival 
  +7; Racial Modifiers +4 Perception, +4 
  Perform, +4 Stealth
  Languages Common, Sylvan
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, band (3–6), or 
  orgy (7–11)
  Treasure standard (dagger, short bow plus 
  20 arrows, masterwork panpipes, other treasure)
  SPECIAL ABILITIES
  Pipes (Su) A satyr can focus and empower his 
  magic by playing haunting melodies on his 
  panpipes. When he plays, all creatures 
  within a 60-foot radius must make 
  a DC 18 Will save or be affected by charm person,
  , sleep ,
  suggestion, 
  tune the satyr 
  Satyr
  This handsome, grinning man has the furry legs of a goat and a 
  set of curling ram horns extending from his temples.
  chooses. A creature that successfully saves against any of 
  the pipes’ effects cannot be affected by the same set of 
  pipes for 24 hours, but can still be affected by the satyr’s 
  other spell-like abilities as normal. The satyr’s use of his 
  pipes does not count toward his uses per day of his spell-
  like abilities, and if separated from them he may continue 
  to use his standard abilities. The pipes themselves are 
  masterwork, and a satyr can craft a replacement with 1 
  week of labor. The save DC is Charisma-based.
  
  Tiger
  TIgER 
  CR 4
  XP 1,200
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 57 (6d8+30)
  fort +10, Ref +7, Will +3
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +12 (1d8+8 plus grab), bite +11 (2d6+8 plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +12, 1d8+8)
  STATISTICS
  Str 27, Dex 15, Con 23,Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +13 (+17 grapple); CMD 25 (29 vs. trip)
  feats Improved Initiative, Skill Focus (Perception), Weapon 
  Focus (claw)
  Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas 
  of tall grass), Swim +13; Racial Modifiers +4 Acrobatics, 
  +4 Stealth (+8 in tall grass)
  This powerful feline predator moves with a deadly grace, its 
  reddish-orange fur slashed with black stripes.  
  
  Summon Nature's Ally V
  Augmented
  
  Dinosaur, Ankylosaurus
  AnkyLOSAURUS 
  CR 6
  XP 2,400
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +14 
  DEfEnSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 95 (10d8+50)
  fort +14, Ref +7, Will +4
  OffEnSE
  Speed 30 ft.
  Melee tail +16 (3d6+15 plus stun)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 31, Dex 10, Con 21, Int 2, Wis 13, Cha 8
  Base Atk +7; CMB +19; CMD 29 (33 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Overrun, Power Attack, Weapon Focus (tail)
  Skills Perception +14
  ECOLOgy
  Environment warm forests and plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
  SPECIAL ABILITIES
  Stun (Ex) The ankylosaurus’s tail can deliver a powerful, 
  stunning blow. A creature struck by this attack must make a 
  DC 25 save or be dazed for 1 round. If the strike is a critical 
  hit and the target fails its save, it is instead stunned for 1d4 
  rounds. The save DC is Strength-based.
  Thick bony plates armor the domelike back of this quadrupedal 
  dinosaur, its powerfully muscled tail ending in a bony club.
  
  Cyclops
  CyCLOPS 
  CR 5
  XP 1,600
  NE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +11
  DEfEnSE
  AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 
  size)
  hp 75 (10d8+30)
  fort +9, Ref +2, Will +4
  Defensive Abilities ferocity
  OffEnSE
  Speed 30 ft.
  Melee greataxe +13 (3d6+10/×3)
  Ranged heavy crossbow +5 (2d8/19–20/×3)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 25, Dex 8, Con 19, Int 10, Wis 13, Cha 8
  Base Atk +7; CMB +15; CMD 24
  feats Alertness, Cleave, Great Cleave, Improved Bull Rush, 
  Power Attack
  Skills Intimidate +9, Perception +11, Profession 
  (soothsayer) +10 Sense Motive +5, Survival +6; Racial 
  Modifiers +8 Perception
  Languages Common, Cyclops, Giant
  SQ flash of insight
  SPECIAL ABILITIES
  flash of Insight (Su) Once per day as an immediate action, 
  a cyclops can peer into an occluded visual spectrum of 
  possible futures, gaining insight that allows it to select the 
  exact result of one die roll before the roll is made. This 
  effect can alter an action taken by the cyclops only, and 
  cannot be applied to the rolls of others.
  A single huge eye stares from the forehead of this nine-foot-tall 
  giant. Below this sole orb, an even larger mouth gapes like a cave.
  
  DIRE LIOn (SPOTTED LIOn)
  CR 5
  XP 1,600
  N Large Animal
  Init +6; Senses low-light vision, scent; Perception +11
  DEfEnSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 76 (8d8+50)
  fort +11, Ref +8, Will +3
  OffEnSE
  Speed 40 ft.
  Melee bite +14 (1d8+9 plus grab), 2 claws +15 (1d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +15, 1d6+9)
  STATISTICS
  Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +6; CMB +16 (+20 grapple); CMD 28 (32 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception), 
  Weapon Focus (claw)
  Skills Acrobatics +11, Perception +11, Stealth +7 (+15 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  Lion, Dire
  This immense spotted lion stands as tall as a man at the 
  shoulder, its fur matted with the blood of its victims.
  
  ORCA 
  CR 5
  XP 1,600
  N Huge animal
  Init +6; Senses blindsight 120 ft., low-light vision; 
  Perception +19
  DEfEnSE
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
  hp 85 (9d8+45)
  fort +11, Ref +8, Will +5
  OffEnSE
  Speed swim 80 ft.
  Melee bite +15 (2d6+15)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 31, Dex 15, Con 20, Int 2, Wis 15, Cha 6
  Base Atk +6; CMB +18; CMD 30
  feats Endurance, Improved Initiative, Skill Focus (Perception, 
  Swim), Weapon Focus (bite)
  Skills Perception +19, Swim +30; Racial Modifiers +8 Perception
  SQ hold breath (as dolphin)
  Dolphin, Orca
  This sleek black whale has a distinctive white patch near each eye 
  and a mouth filled with sharp teeth.
  
  Elemental, Air
  LARgE AIR ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (air, elemental, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
  hp 84 (8d10+40)
  fort +11, Ref +13, Will +2
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +14 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks whirlwind (DC 20)
  STATISTICS
  Str 22, Dex 25, Con 20, Int 6, Wis 11, Cha 11
  Base Atk +8, CMB +15; CMD 33
  feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge 
  (planes) +5, Perception +11, Stealth +11
  Elemental, Earth
  LARgE EARTh ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +11
  DEfEnSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 84 (8d10+40)
  fort +11,Ref +1, Will +6
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +16 (2d6+9)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 28, Dex 8, Con 21, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +18; CMD 27
  feats Cleave, Greater Bull Rush, Improved Bull RushB, 
  Improved Overrun, Power Attack
  Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, 
  Knowledge (planes) +6, Perception +11, Stealth +5
  Elemental, Fire
  LARgE fIRE ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, fire)
  Init +9; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
  hp 76 (8d10+32)
  fort +10, Ref +11, Will +4
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee 2 slams +12 (1d8+4 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 18)
  STATISTICS
  Str 18, Dex 21, Con 18, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +13; CMD 29
  feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring 
  Attack, Weapon FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate 
  +9, Knowledge (planes) +5, Perception +11
  LARgE WATER ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, water)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 84 (8d10+40)
  fort +11, Ref +8, Will +2
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +14 (1d8+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drench, vortex (DC 21), water mastery
  STATISTICS
  Str 24, Dex 14, Con 21, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +16; CMD 29
  feats Cleave, Dodge, Great Cleave, Power Attack
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Elemental, Water
  
  ETTIn
  CR 6
  XP 2,400
  CE Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +12
  DEfEnSE
  AC 18, touch 8, flat-footed 18; (+2 armor, –1 Dex, +8 natural, 
  –1 size)
  hp 75 (10d8+30)
  fort +11, Ref +2, Will +5
  OffEnSE
  Speed 40 ft.
  Melee 2 fails +14/+14/+9/+9 (2d6+8)
  Ranged 2 javelins +5 (1d8+6)
  Space 10 ft.; Reach 10 ft.
  Special Attacks superior two-weapon fighting
  STATISTICS
  Str 27, Dex 8, Con 19, Int 6, Wis 10, Cha 11
  Base Atk +7; CMB +16; CMD 25
  feats Cleave, Improved Initiative, Improved Overrun, Iron 
  Will, Power Attack
  Skills Handle Animal +8, Perception +12; Racial Modifiers +4 
  on Perception
  Languages pidgin of Giant, Goblin, and Orc
  SPECIAL ABILITIES
  Superior Two-Weapon fighting (Ex) An ettin fights with a 
  flail or javelin in each hand. Because each of its two heads 
  controls an arm, the ettin does not take a penalty on attack 
  or damage rolls for attacking with two weapons.
  This lumbering, filthy, two-headed giant wears tattered remnants 
  of leather armor and clutches a large flail in each fist.
  Ettin
  
  gIAnT MORAy EEL 
   CR 5
  ) 
  b
   Improved Initiative, Lightning 
  Eel, Giant Moray
  This sixteen-foot-long eel slithers through the water with uncanny 
  grace, mouth open to display large teeth and a second set of jaws.
  XP 1,600
  N Large animal (aquatic)
  Init +6; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 66 (7d8+35)
  fort +10, Ref +9, Will +3
  OffEnSE
  Speed swim 30 ft.
  Melee bite +13 (2d6+12 plus gra
  Space 10 ft.; Reach 10 ft.
  Special Attacks gnaw
  STATISTICS
  Str 26, Dex 14, Con 20, Int 1, Wis 12, Cha 8
  Base Atk +5; CMB +14 (+18 grapple); CMD 26
  feats
  Reflexes, Skill Focus (Stealth), Weapon 
  Focus (bite)
  Skills Escape Artist +10, Perception +7, 
  Stealth +8, Swim +14; 
  Racial Modifiers +8 Escape Artist 
  SPECIAL ABILITIES
  gnaw (Ex) If a giant moray begins a round with a grabbed foe, it 
  inflicts automatic bite damage (2d6+12 points of damage). A giant 
  moray eel possesses a second set of jaws in its throat that 
  aid in swallowing—it can make a second bite attack (+13 
  attack, 1d6+6) against a foe it has already grabbed.
  
  Girallon
  gIRALLOn
  CR 6
  XP 2,400
  N Large magical beast
  Init +7; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +11
  DEfEnSE
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size)
  hp 87 (7d10+49)
  fort +11, Ref +8, Will +5
  OffEnSE
  Speed 40 ft., climb 40 ft.
  Melee bite +12 (1d6+6), 4 claws +12 (1d4+6 plus rend) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks rend (4 claws, 1d4+9)
  STATISTICS
  Str 23, Dex 17, Con 22, Int 2, Wis 12, Cha 7
  Base Atk +7; CMB +16; CMD 29
  feats Improved Initiative, Iron Will, Skill Focus 
  (Perception), Toughness
  Skills Climb +16, Perception +11, Stealth +5
  This four-armed, gorilla-like creature, covered with matted white 
  fur, roars in rage as it rears up to its full, towering height.
  
  Manticore
  MAnTICORE 
  CR 5
  XP 1,600
  LE Large magical beast
  Init +2; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +9
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 69 (6d10+36)
  fort +11, Ref +7, Will +3
  OffEnSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +12 (1d8+7), 2 claws +12 (2d4+7)
  Ranged 4 spikes +8 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 24, Dex 15, Con 22, Int 7, Wis 12, Cha 9
  Base Atk +6; CMB +14; CMD 26 (30 vs. trip)
  feats Flyby Attack, Hover, Weapon Focus (spikes)
  Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial 
  Modifiers +4 Perception, +4 Survival when tracking
  Languages Common
  SPECIAL ABILITIES
  Spikes (Ex) With a snap of its tail, a manticore can 
  loose a volley of four spikes as a standard action (make 
  an attack roll for each spike). This attack has a range of 180 
  feet with no range increment. All targets must be within 
  30 feet of each other. The creature can launch only 24 
  spikes in any 24-hour period.
  This creature has a vaguely humanoid head, the body of a lion, 
  and the wings of a dragon. Its tail ends in long, sharp spikes.
  
  Rhinoceros, Woolly
  WOOLLy RhInOCEROS 
  CR 6
  XP 2,400
  N Large animal
  Init +0; Senses scent; Perception +15
  DEfEnSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 92 (8d8+56)
  fort +15, Ref +6, Will +3
  OffEnSE
  Speed 30 ft.
  Melee gore +16 (2d8+16)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d8+22), trample
  (2d6+13, DC 25)
  STATISTICS
  Str 32, Dex 10, Con 25, Int 2, Wis 13, Cha 3
  Base Atk +6; CMB +20; CMD 28 (32 vs. trip)
  feats Diehard, Endurance, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +15
  This large rhinoceros has a shaggy pelt of long, brown fur and a 
  row of immense horns on its snout and brow.
  
  Summon Nature's Ally VI
  Augmented
  
  Bulette
  BULETTE 
  CR 7
  XP 3,200
  N Huge magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +11
  DEfEnSE
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
  hp 100 (8d10+56)
  fort +13, Ref +8, Will +5
  OffEnSE
  Speed 40 ft., burrow 20 ft.
  Melee bite +15 (2d8+12/19–20) and 2 claws +14 (2d6+8)
  Space 15 ft.; Reach 10 ft.
  Special Attacks leap, savage bite
  STATISTICS
  Str 27, Dex 15, Con 24, Int 2, Wis 13, Cha 6
  Base Atk +8; CMB +18; CMD 30 (34 vs. trip)
  feats Improved Initiative, Iron Will, Skill Focus (Perception), 
  Weapon Focus (bite)
  Skills Acrobatics +9 (+17 jumping), Perception +11; Racial 
  Modifiers +4 on Acrobatics checks made to jump
  SPECIAL ABILITIES
  Leap (Ex) A bulette can perform a special kind of pounce attack by 
  jumping into combat. When a bulette charges, it can make a 
  DC 20 Acrobatics check to jump into the air and land 
  next to its enemies. If it makes the Acrobatics check, 
  it can follow up with four claw attacks against foes 
  in reach, but cannot make a bite attack.
  Savage Bite (Ex) A bulette’s bite is particularly 
  dangerous. It applies 1-1/2 times its Strength 
  modifier to damage inflicted with its bite attack, 
  and threatens a critical hit on a 19–20.
  This armor-plated creature’s toothy maw gapes wide as a fin-like 
  dorsal plate rises between its shoulders.
  
  Bear, Dire
  DIRE BEAR (CAVE BEAR)
  CR 7
  XP 3,200
  N Large animal
  Init +5; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 115 (10d8+70)
  fort +14, Ref +8, Will +4
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +15 (1d6+9 plus grab), bite +15 (1d8+9)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 29, Dex 13, Con 25, Int 2, Wis 12, Cha 10
  Base Atk +7; CMB +17 (+21 grapple);CMD 28 (32 vs. trip)
  feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +12, Swim +19; Racial Modifiers +4 Swim
  Spittle drips from this feral bear’s roaring maw, and its matted fur 
  is broken in places by wicked, bony growths.
  
  436582
  436582
  Tiger, Dire
  DIRE TIgER (SMILODOn)
  CR 8
  XP 4,800
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 133 (14d8+70)
  fort +14, Ref +11, Will +5
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19–20 
  plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake
  STATISTICS
  Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +21 (+25 grapple); CMD 33 (37 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Run, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite, claw)
  Skills Acrobatics +6, Perception +12, Stealth +8 (+14 in tall 
  grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass)
  This large tiger grumbles a warning as it crouches. Two saber-
  like fangs jut downward from its powerful jaws.
   (2 claws +20 2d4+10)
  
  Dinosaur, Elasmosaurus
  ELASMOSAURUS 
  CR 7
  XP 3,200
  N Huge animal
  Init +2; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 size)
  hp 125 (10d8+80)
  fort +16, Ref +9, Will +6
  OffEnSE
  Speed 20 ft., swim 50 ft. 
  Melee bite +15 (2d8+15) 
  Space 15 ft.; Reach 20 ft.
  STATISTICS
  Str 30, Dex 15, Con 24, Int 2, Wis 13, Cha 9
  Base Atk +7; CMB +19; CMD 32 (36 vs. trip)
  feats Dodge, Great Fortitude, Iron Will, 
  Skills Perception +14, Swim +18
  Long-necked and long-tailed, this large, predatory reptile glides 
  through the water on four powerful flippers.
   Mobility, Toughness
  
  763316
  Elemental, Earth
  EARTh ELEMEnTAL
  Languages Terran
  SPECIAL ABILITIES
  Earth glide (Ex) A burrowing earth elemental can pass through 
  stone, dirt, or almost any other sort of earth except metal as 
  easily as a fish swims through water. If protected against fire 
  damage, it can even glide through lava. Its burrowing leaves 
  behind no tunnel or hole, nor does it create any ripple or 
  other sign of its presence. A move earth spell cast on an area 
  containing a burrowing earth elemental flings the elemental 
  back 30 feet, stunning the creature for 1 round unless it 
  succeeds on a DC 15 Fortitude save.
  Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack 
  and damage rolls if both it and its foe are touching the ground. 
  If an opponent is airborne or waterborne, the elemental takes a 
  –4 penalty on attack and damage rolls. These modifiers apply 
  to bull rush and overrun maneuvers, whether the elemental is 
  initiating or resisting these kinds of attacks. (These modifiers 
  are not included in the statistics block.)
  hUgE
  CR 7
  XP 3,200
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
  DEfEnSE
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 115 (10d10+60)
  fort +13, Ref +2, Will +7
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +19 (2d8+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  763316
  STATISTICS
  Str
  Dex 8, Con 23, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +23; CMD 32
  feats Awesome Blow, Cleave, Greater Bull Rush, Improved 
  Bull RushB, Improved Overrun, Power Attack
  Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, 
  Knowledge (planes) +7, Perception +13, Stealth +4
  32, 
  Elemental, Air
  This cloud-like creature has dark hollows reminiscent of eyes and 
  a mouth, and a howling wind whips it into ominous shapes.
  AIR ELEMEnTAL
  Languages Auran
  SPECIAL ABILITIES
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack 
  and damage rolls against an air elemental.
  hUgE
  XP 3,200
  N Huge outsider (air, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
  hp 115 (10d10+60)
  fort +13, Ref +16, Will +5
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +17 (2d6+8)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 23)
  STATISTICS
  Str 24, Dex 29, Con 22,Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +20; CMD 40
  feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Iron Will, Mobility, Weapon FinesseB
  Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge 
  (planes) +7, Perception +13, Stealth +9
  Elemental, Fire
  XP 3,200
  N Huge outsider (elemental, extraplanar, fire)
  Init +11; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, 
  –2 size)
  hp 105 (10d10+50)
  fort +11, Ref +14, Will +5
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +15 (2d6+6 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 19)
  STATISTICS
  Str 22, Dex 25, Con 20, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +18; CMD 36
  feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate 
  +9, Knowledge (planes) +7, Perception +13
  This creature looks like a living, mobile bonfire, tongues of flame 
  reaching out in search of things to burn.
  fIRE ELEMEnTAL
  Languages Ignan
  hUgE
  CR 7
  Burn (Ex) A creature with the burn special attack deals 
  fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also 
  succeed on a Reflex save or catch fire, taking the listed 
  damage for an additional 1d4 rounds at the start of its 
  turn (DC 10 + 1/2 burning creature’s racial HD + burning 
  creature’s Con modifier). A burning creature can attempt 
  a new save as a full-round action. Dropping and rolling on 
  the ground grants a +4 bonus on this save. Creatures that 
  hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning 
  creature and must make a Reflex save to avoid catching 
  on fire (see Pathfinder RPG Core Rulebook , page 444).
  WATER ELEMEnTAL
  Languages Aquan
  SPECIAL ABILITIES
  Drench (Ex) The elemental’s touch puts out nonmagical flames 
  of Large size or smaller. The creature can dispel magical fire 
  it touches as dispel magic (caster level equals elemental’s HD).
  Vortex (Su) A water elemental can create a whirlpool as a 
  standard action, at will. This ability functions identically to 
  the whirlwind special attack (see page 306), but can only 
  form underwater and cannot leave the water.
  Water Mastery (Ex) A water elemental gains a +1 bonus 
  on attack and damage rolls if both it and its opponent 
  are touching water. If the opponent or the elemental is 
  touching the ground, the elemental takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to bull rush 
  and overrun maneuvers, whether the elemental is initiating 
  or resisting these kinds of attacks.
  hUgE
  XP 3,200
  N Huge outsider (elemental, extraplanar, water)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 115 (10d10+60)
  fort +13, Ref +11, Will +3
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +17 (2d6+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 24), water mastery
  STATISTICS
  Str 28, Dex 18, Con 23, Int 6, Wis 11, Cha 11
  Elemental, Water
  This translucent creature’s shape shifts between a spinning 
  column of water and a crashing wave.
  Base Atk +10; CMB +21; CMD 36
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Power Attack
  Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, 
  Perception +13, Stealth +3, Swim +26
  
  Elephant
  ELEPhAnT 
  CR 7
  XP 3,200
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +21
  DEfEnSE
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
  hp 115 (11d8+66)
  fort +15, Ref +7, Will +6
  OffEnSE
  Speed 40 ft.
  Melee gore +18 (2d8+12), slam +18 (2d6+12)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+18; DC 27)
  STATISTICS
  Str 34, Dex 10, Con 23,Int 2, Wis 13, Cha 7
  Base Atk +8; CMB +22; CMD 32 (36 vs. trip)
  feats Endurance, Great Fortitude, Improved Bull Rush, Iron 
  Will, Power Attack, Skill Focus (Perception)
  Skills Perception +21
  These thick-skinned animals bear large ivory tusks flanking a 
  long, prehensile snout.
  
  436536
  436536
  Octopus, Giant
  gIAnT OCTOPUS 
  CR 8
  XP 4,800
  N Large animal (aquatic)
  Init +6; Senses low-light vision; Perception +8 
  DEfEnSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 114 (12d8+60)
  fort +13, Ref +12, Will +7
  Defensive Abilities ink cloud (30-foot-radius sphere)
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +15 (1d8+7 plus poison), 8 tentacles +13 (1d4+3 plus grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
  Special Attack constrict (tentacle, 1d4+3)
  STATISTICS
  Str 24, Dex 15, Con 21, Int 2, Wis 12, Cha 3
  Base Atk +9; CMB +17 (+21 grapple); CMD 29 (can’t be tripped)
  feats Combat Reflexes, Improved Initiative, Iron Will, Lightning 
  Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy
  Skills Escape Artist +18, Perception +8, Stealth +18, Swim +15; 
  Racial Modifiers +10 Escape Artist, +8 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves.
  A storm of tentacles, each twenty feet in length, flails with deadly 
  precision from the leathery body of this gigantic octopus.
  
  Scorpion, Deadfall
  gIAnT SCORPIOn
  CR 8
  XP 4,800
  N Huge vermin
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +8
  DEfEnSE
  AC 17, touch 8, fat-footed 17 (+10 natural, –2 size, -1 Dex)
  hp 115 (10d8+70)
  fort +14, Ref +2, Will +3
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +16 (1d8+11 plus grab), sting +16 (1d8+11 plus poison) 
  Space 15 f.; Reach 15 f.
  Special Attacks constrict (1d8+11)
  STATISTICS
  Str 32, Dex 8 Con 24, Int —, Wis 10, Cha 2
  Base Atk +7; CMB +19 (+23 grapple); CMD 28 (40 vs. trip)
  Skills Climb +20, Perception +8, Stealth +0; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  ECOLOgy
  Environment warm or temperate deserts, forests, plains, or 
  underground
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 23; frequency 1/round for 6 
  rounds; effect 1d3 Strength damage; cure 1 save. The save DC is 
  Constitutuion-based and includes a +2 racial bonus.
  The sixteen-foot-long scorpion scrabbles forward, ferocious claws 
  raised in challenge, stingered tail arched over its back.
  
  Giant, Hill
  hILL gIAnT 
  CR 7
  XP 3,200
  CE Large humanoid (giant)
  Init –1; Senses low-light vision; Perception +6
  DEfEnSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 105 (10d8+60)
  fort +13, Ref +2, Will +3
  Defensive Abilities rock catching
  OffEnSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatclub +16/+11 (2d8+13) or 2 slams +15 (1d8+9)
  Ranged rock +6 (1d8+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 29, Dex 8, Con 23, Int 6, Wis 10, Cha 7
  Base Atk +7; CMB +17; CMD 26
  feats Cleave, Intimidating Prowess, Martial Weapon 
  Proficiency (greatclub), Power Attack, Weapon 
  Focus (greatclub) 
  Skills Climb +12, Intimidate +12, Perception +6
  Languages Giant
  This hunched giant exudes power and a crude, stupid anger, its 
  filthy fur clothing bespeaking a brutish and backwoods lifestyle.
  
  Dinosaur, Stegosaurus
  STEgOSAURUS 
  CR 7
  XP 3,200
  N Huge animal
  Init +6; Senses low-light vision, scent; Perception +16 
  DEfEnSE
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
  hp 114 (12d8+60)
  fort +15, Ref +10, Will +5
  OffEnSE
  Speed 30 ft.
  Melee tail +18 (4d6+15 plus trip) 
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 31, Dex 14, Con 21,Int 2, Wis 13, Cha 10
  Base Atk +9; CMB 21; CMD 33 (37 vs. trip)
  feats Cleave, Great Fortitude, Improved Initiative, Improved 
  Overrun, Power Attack, Weapon Focus (tail)
  Skills Perception +16
  This huge dinosaur has a small head, twin rows of sharp dorsal 
  plates, and a muscular tail terminating in a set of bony spikes.
  
  Giant, Stone
  STOnE gIAnT 
  CR 8
  XP 4,800
  N Large humanoid (giant)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +12
  DEfEnSE
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
  hp 126 (12d8+72)
  fort +14, Ref +6, Will +7
  Defensive Abilities improved rock catching
  OffEnSE
  Speed 40 ft.
  Melee greatclub +18/+13 (2d8+15) or 2 slams +18 (1d8+10)
  Ranged rock +11/+6 (1d8+15)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (180 ft.)
  STATISTICS
  Str 31, Dex 15, Con 23, Int 10, Wis 12, Cha 10
  Base Atk +9; CMB +20; CMD 32
  feats Iron Will, Martial Weapon Proficiency (greatclub), Point 
  Blank Shot, Power Attack, Precise Shot, Quick Draw
  Skills Climb +14, Intimidate +12, Perception +12, Stealth +4 (+12 
  in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
  Languages Common, Giant
  SPECIAL ABILITIES
  Improved Rock Catching (Ex) A stone giant gains a +4 racial 
  bonus on its Reflex save when attempting to catch a 
  thrown rock with rock catching. This ability otherwise 
  works like the rock catching ability (see page 303).
  This giant has chiseled, muscular features and a flat, forward-
  sloping head, looking almost as if it were carved of stone.
  
  Dinosaur, Triceratops
  This beast’s armored head has three sharp horns decorating its face 
  and a large round crest angling back over its neck from its skull.
  TRICERATOPS 
  CR 8
  XP 4,800
  N Huge animal
  Init –1; Senses low-light vision, scent; Perception +21 
  DEfEnSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 147 (14d8+84)
  fort +17, Ref +8, Will +5
  OffEnSE
  Speed 30 ft.
  Melee gore +19 (2d10+15) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d10+20), trample
  (2d10+15, DC 27)
  STATISTICS
  Str 30, Dex 9, Con 23, Int 2, Wis 12, Cha 7
  Base Atk +12; CMB +22; CMD 31 (35 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Critical, Power Attack, Run, Skill Focus (Perception), 
  Weapon Focus (gore)
  Skills Perception +21 
  
  Summon Nature's Ally VII
  Augmented
  
  Dinosaur, Brachiosaurus
  BRAChIOSAURUS 
  CR 10
  XP 9,600
  N Gargantuan animal
  Init +0; Senses low-light vision, scent; Perception +27
  DEfEnSE
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size)
  hp 207 (18d8+126)
  fort +20, Ref +11, Will +9
  OffEnSE
  Speed 30 ft.
  Melee tail +24 (4d6+22) 
  Space 20 ft.; Reach 20 ft.
  Special Attack trample (2d6+22, DC 34)
  STATISTICS
  Str 41, Dex 10, Con 25, Int 2, Wis 13, Cha 10
  Base Atk +13; CMB +32; CMD 42 (46 vs. trip)
  feats Cleave, Great Cleave, Great Fortitude, Greater Overrun, 
  Improved Bull Rush, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (tail)
  Skills Perception +27
  A long tail counterbalances this reptile’s equally long neck, at the 
  end of which a relatively small head pulls food from the treetop.
  
  hp
  Crocodile, Dire
  DIRE CROCODILE 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +4; Senses low-light vision; Perception +14
  DEfEnSE
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
  hp 162 (12d8+108)
  fort +17, Ref +8, Will +8
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +20 (3d6+15/19–20 plus grab) and tail slap +15 (4d8+7)
  Space 20 ft.; Reach 15 ft.
  Special Attacks death roll (3d6+22 plus trip), swallow whole
  (3d6+15, AC 16, 16 hp)
  STATISTICS
  Str 41, Dex 10, Con 29, Int 1, Wis 14, Cha 2
  Base Atk +9; CMB +28 (+32 grapple); CMD 38 (42 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Run, Skill Focus (Perception, Stealth)
  Skills Perception +14, Stealth –6 (+2 in water), Swim +21;
  Racial Modifiers +8 Stealth in water
  SQ hold breath
  This reptilian behemoth, a crocodile of monstrous proportions, is 
  large enough to swallow a horse in one tremendous bite.
   When grappling a foe of its size or smaller,a crocodile can perform a death roll upon making a
  successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its
  victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains
  its grapple.
   A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score
  before it risks drowning.
  Once per minute a crocodilemay sprint, increasing its land speed to 40 feet for1 round.
  hold Breat 
  Deat
  n(Ex)
  hpn Roll (Ex)
  Senses
  nn
  nn nn
  nn
  Spri t (Ex)
  
   23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
  Shark, Dire
  DIRE ShARk (MEgALODOn) CR 9
  XP 6,400
  N Gargantuan animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +25
  DEfEnSE
  AC
  hp 142 (15d8+75)
  fort +16, Ref +13, Will +8
  OffEnSE
  Speed swim 60 ft.
  Melee bite +19 (4d10+18/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d6+18damage, AC 17, 14 hp)
  STATISTICS
  Str 32, Dex 15, Con 21, Int 1, Wis 12, Cha 10
  Base Atk +11; CMB +27 (+31 grapple); CMD 39
  feats Bleeding Critical, Critical Focus, 
  Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Perception)
  Skills Perception +25, Swim +20
  Large as a dragon, this shark’s jaws open to reveal a cavernous, 
  tooth-lined gullet capable of swallowing a horse whole.
  
  fort +14, Ref +18, Will +6
  Defensive Abilities air mastery; DR 10/—; Immune
  elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +21 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 25)
  STATISTICS
  Str 28, Dex 31, Con 22, Int 8, Wis 11, Cha 11
  Base Atk+13; CMB +24; CMD 45
  feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved InitiativeB, Iron Will, Mobility, Power Attack, 
  Weapon FinesseB
  Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge 
  (planes) +12, Perception +16, Stealth +15
  gREATER  AIR ELEMEnTAL 
  CR 9
  XP 6,400
  N Huge outsider (air, elemental, extraplanar)
  Init +14; Senses darkvision 60 ft.;
  Perception +16
  DEfEnSE
  AC 25, touch 19, fat-footed 14 (+10 Dex, +1
  dodge, +6 natural, –2 size)
  hp 149 (13d10+78)
  gREATER EARTh ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
  DEfEnSE
  AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size)
  hp 162 (13d10+91)
  fort +15, Ref +3, Will +8
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +23 (2d12+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 34, Dex 8, Con  25, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +29; CMD 36
  feats Awesome Blow, Cleave, Greater Bull Rush, Greater 
  Overrun, Improved Bull RushB, Improved Overrun, 
  Improved Sunder, Power Attack
  Skills Appraise +10, Climb +25, Knowledge (dungeoneering) 
  +10, Knowledge (planes) +13, Perception +16, Stealth +7
  hp 149 (13d10+52)
  fort +14, Ref +16, Will +6
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +19 (2d8+9 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 22)
  STATISTICS
  Str 28, Dex 27, Con 22, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +24; CMD 43
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Mobility, Spring Attack, Weapon 
  FinesseB, Wind Stance
  Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate 
  +15, Knowledge (planes) +10, Perception +16
  gREATER fIRE ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, fire)
  Init +12; Senses darkvision 60 f.; Perception +16
  DEfEnSE
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural,
  –2 size)
  gREATER WATER ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, water)
  Init +5; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, 
  –2 size)
  hp 149 (13d10+78)
  fort +14, Ref +15, Will +4
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +22 (2d8+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 27), water mastery
  STATISTICS
  Str 32, Dex 20, Con 23, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +26; CMD 42
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Improved Sunder, Lightning Reflexes, Power Attack
  Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) 
  +12, Perception +16, Stealth +10, Swim +30
  
  Giant, Fire
  fIRE gIAnT 
  CR 10
  XP 9,600
  LE Large humanoid (fire, giant)
  Init –1; Senses low-light vision; Perception +14
  DEfEnSE
  AC 23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
  hp 172 (15d8+105)
  fort +16, Ref +4, Will +9
  Defensive Abilities rock catching; Immune fire
  Weaknesses vulnerability to cold 
  OffEnSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatsword +23/+18/+13 (3d6+18) or 2 slams +22 (1d8+12)
  Ranged rock +10 (1d8+18 plus 1d6 fre)
  Space 10 ft.; Reach 10 ft.
  Special Attacks heated rock, rock throwing (120 ft.)
  STATISTICS
  Str 35, Dex 9, Con 25, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +24; CMD 33
  feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Martial Weapon Proficiency (greatsword), 
  Power Attack, Weapon Focus (greatsword) 
  Skills Climb +16, Craf (any one) +8, Intimidate +11, 
  Perception +14 
  Languages Common, Giant
  SPECIAL ABILITIES
  heated Rock (Su) Fire giants transfer the heat of their bodies to 
  rocks as part of an attack action when they throw rocks. A 
  heated rock deals 1d6 points of additional fire damage on a hit.
  This lumbering giant has short stumpy legs and powerful, 
  muscular arms. Its hair and beard seem to be made of fire.
  
  in snow
  Giant, Frost
  fROST gIAnT 
  CR 9
  XP 6,400
  CE Large humanoid (cold, giant)
  Init –1; Senses low-light vision; Perception +10
  DEfEnSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 161 (14d8+98)
  fort +16, Ref +3, Will +6
  Defensive Abilities rock catching; Immune cold
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft.
  Melee greataxe +20/+15 (3d6+16) or 2 slams 
  +20 (1d8+11) 
  Ranged rock +9 (1d8+16)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str33, Dex 9, Con 25, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +22; CMD 31
  feats Cleave, Great Cleave, Improved 
  Overrun, Improved Sunder, Martial 
  Weapon Proficiency (greataxe), 
  Power Attack, Skill Focus (Stealth)
  Skills Climb +15, Craf (any one) 
  +7, Intimidate +7, Perception 
  +10, Stealth +5 (+9 in snow); 
  Racial Modifiers  +4 Stealth 
  Languages Common, Giant
  This giant looks like a thick, muscular human. It has frost-white 
  skin and long, light blue hair that it wears braided.
  
  436576
  Squid, Giant
  gIAnT SQUID 
  CR 9
  XP 6,400
  N Huge animal (aquatic)
  Init +7; Senses low-light vision; Perception +22
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
  hp 126 (12d8+72)
  fort +16, Ref +13, Will +5
  Defensive Ability ink cloud (20-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 260 ft.
  Melee bite +16 (2d6+9), 2 arms +16 (1d6+9), tentacles +14 
  (4d6+4 plus grab) 
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (4d6+13)
  STATISTICS
  Str 29, Dex 17, Con 23, Int 2, Wis 12, Cha 2
  Base Atk +9; CMB +20 (+24 grapple); CMD 33
  feats Combat Reflexes, Great Fortitude, Improved Critical, 
  Improved Initiative, Lightning Reflexes, MultiattackB, Skill 
  Focus (Perception)
  Skills Perception +22, Swim +17
  ECOLOgy
  Environment any ocean
  Organization solitary
  Treasure none
  Immense in size, this great squid’s tentacles writhe and flash with 
  almost nauseating speed. The beast’s eyes are as big as shields.
  436576
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud of ink 
  once per minute as a free action while underwater. This cloud 
  provides total concealment. The ink persists for 1 minute.
  jet (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  
  Elephant, Mastodon
  MASTODOn
  CR 9
  XP 6,400
  N Huge animal
  Init +1; Senses low-light vision, scent; Perception +24
  DEfEnSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 161 (14d8+98)
  fort +16, Ref +10, Will +7
  OffEnSE
  Speed 40 ft.
  Melee gore +23 (2d8+14), slam +22 (2d6+14)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+21, DC 31)
  STATISTICS
  Str 38, Dex 12, Con 25, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +26, CMD 37 (41 vs. trip)
  feats Endurance, Improved Bull Rush, Improved Iron Will, 
  Iron Will, Power Attack, Skill Focus (Perception), Weapon 
  Focus (gore)
  Skills Perception +24
  This creature is larger than a normal elephant, with enormous 
  sweeping tusks and shaggy brown fur on its body.
  
  Roc
  ROC 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +6; Senses low-light vision; Perception +15
  DEfEnSE
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size)
  hp 152 (16d8+80)
  fort +15, Ref +14, Will +8
  OffEnSE
  Speed 20 ft., fly 80 ft. (average)
  This immense raptor unleashes a shrill cry as it bares its talons, 
  each large enough to carry off a horse.
  Melee 2 talons +20 (2d6+11/19–20
  plus grab), bite +19 (2d8+11)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str 32, Dex 15, Con 21, Int 2, Wis 12, Cha 11
  Base Atk +12; CMB +27 (+31 grapple); CMD 39
  feats Flyby Attack, Improved Critical (talons), Improved 
  Initiative, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception), Weapon Focus (talons)
  Skills Fly +7, Perception +15
  
  tyrannosaurus  applies 
  TyRAnnOSAURUS 
   CR 9
  XP 6,400
  N Gargantuan animal
  Init +5; Senses low-light vision, scent; Perception +37
  DEfEnSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 189 (18d8+108)
  fort +17, Ref +12, Will +10
  OffEnSE
  Speed 40 ft.
  Melee bite +26 (4d6+22/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d8+13, AC 17, hp 18)
  STATISTICS
  Str 36, Dex 13, Con 23, Int 2, Wis 15, Cha 10
  Base Atk +13; CMB +30 (+34 grapple); CMD41
  feats Bleeding Critical, Critical Focus, Diehard, Endurance, 
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception)
  Skills Perception +37; Racial Modifiers +8 Perception
  SQ powerful bite
  SPECIAL ABILITIES
  Powerful Bite (Ex) A 
  twice its Strength 
  modifier to bite damage.
  Dinosaur, Tyrannosaurus
  This bipedal dinosaur’s front arms seem small compared to the 
  rest of its bulk, but its enormous head is all teeth.
  
  Summon Nature's Ally VIII
  Augmented
  
  Giant, Cloud
  CLOUD gIAnT 
  CR 11
  XP 12,800
  NG or NE Huge humanoid (giant)
  Init +1; Senses low-light vision, scent; Perception +17
  DEfEnSE
  AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, 
  –2 size)
  hp 200 (16d8+132)
  fort +18, Ref +6, Will +10
  Defensive Abilities rock catching
  OffEnSE
  Speed 50 ft.
  Melee morningstar +24/+19/+14 (4d6+21) or 2 slams +24 (2d6+14) 
  Ranged rock +12 (2d6+21)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rock throwing (140 ft.)
  Spell-Like Abilities (CL 16th)
  At will—levitate (self plus 2,000 lbs.), obscuring mist
  1/day—fog cloud
  STATISTICS
  Str 39, Dex 13, Con 25, Int 12, Wis 16, Cha 12
  Base Atk +12; CMB +26; CMD 37
  feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, 
  Greater Overrun, Intimidating Prowess, Iron Will, Power Attack 
  Skills Climb +21, Craf (any one) +10, Diplomacy +9, Intimidate 
  +26, Perception +17, Perform (string instruments) +8
  Languages Common, Giant
  SQ oversized weapon
  SPECIAL ABILITIES
  Oversized Weapon (Ex) A cloud giant can wield 
  Gargantuan weapons without penalty. Most favor the 
  use of immense morningstars.
  This towering giant has finely chiseled features. Her skin is pale 
  and smooth, and her long wispy hair flutters as if in a breeze.
  
  ELDER AIR ELEMEnTAL 
  CR 11
  XP 12,800
  N Huge outsider (air, elemental, extraplanar)
  Init +15; Senses darkvision 60 ft.;
  Perception +19
  DEfEnSE
  AC 28, touch 20, flat-footed 16 (+11 Dex, +1 
  dodge, +8 natural, –2 size)
  hp 184 (16d10+96)
  fort +18, Ref +21, Will +7
  Defensive Abilities air mastery; DR 10/—; 
  Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +25 (2d8+11)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 29)
  STATISTICS
  Str 32, Dex 33, Con 22, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +29; CMD 50
  feats Blind-Fight, Cleave, Combat Reflexes, Dodge, 
  Flyby Attack, Improved InitiativeB, Iron Will, Mobility, 
  Power Attack, Weapon FinesseB
  Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge 
  (planes) +19, Perception +19, Stealth +22
  Elemental, Air
  
  ELDER EARTh ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
  DEfEnSE
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 200 (16d10+112)
  fort +17, Ref +4, Will +10
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +28 (2d10+14/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 38, Dex 8, Con 25, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +32; CMD 41
  feats Awesome Blow, Cleave, Greater Bull Rush, Greater 
  Overrun, Improved Bull RushB, Improved Critical (slam), 
  Improved Overrun, Improved Sunder, Power Attack
  Skills Appraise +19, Climb +33, Knowledge (dungeoneering) 
  +19, Knowledge (planes) +19, Perception +19, Stealth +10
  Elemental, Earth
  
  ELDER fIRE ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 184 (16d10+96)
  fort +16, Ref +19, Will +7
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +23 (2d8+10 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d10, DC 24)
  STATISTICS
  Str 30, Dex 29, Con 22, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +28; CMD 48
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Lightning Stance, Mobility, Spring 
  Attack, Weapon FinesseB, Wind Stance
  Skills Acrobatics +28, Climb +29, Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19
  Elemental, Fire
  
  ELDER WATER ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, water)
  Init +6; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 
  natural, –2 size)
  hp 184 (16d10+96)
  fort +16, Ref +18, Will +5
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +26 (2d10+12/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 30), water mastery
  STATISTICS
  Str 32, Dex 22, Con 23, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +30; CMD 47
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Improved Sunder, Lightning 
  Reflexes, Power Attack
  Skills Acrobatics +25, Escape Artist +25, 
  Elemental, Water
  
  Purple Worm
  PURPLE WORM 
  CR 12
  XP 19,200
  N Gargantuan magical beast
  Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +18
  DEfEnSE
  AC 26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size)
  hp 236 (16d10+148)
  fort +19, Ref +8, Will +4
  OffEnSE
  Speed 20 ft., burrow 20 ft., swim 10 ft.
  Melee bite +27 (4d8+14/19–20 plus grab), sting +27 (2d8+14 
  plus poison)
  Space 20 ft.; Reach 15 ft. 
  Special Attacks swallow whole (4d8+21 bludgeoning damage, 
  AC 21, 20 hp)
  STATISTICS
  Str 39, Dex 6, Con 29, Int 1, Wis 8, Cha 8
  Base Atk +16; CMB +34 (+38 grapple); CMD 42 (can’t be tripped)
  feats Awesome Blow, Critical Focus, Improved Bull Rush, 
  Improved Critical (bite), Power Attack, Staggering Critical, 
  Weapon Focus (bite, sting)
  Skills Perception +18, Swim +22
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 
  27; frequency 1/round for 6 rounds; 
  effect 1d4 Strength damage; cure 3 
  consecutive saves. The save DC is 
  Constitution-based.
  This enormous worm is covered with dark purple plates of chitinous 
  armor. Its giant, tooth-filled mouth is the size of an ox.
  
  Summon Nature's Ally IX
  Augmented
  
  Pixie
  PIXIE 
  CR 4
  XP 1,200
  NG Small fey
  Init +5; Senses
  low-light vision; 
  Perception +9
  DEfEnSE
  AC 18, touch 17, flat-
  footed 12 (+5 Dex, +1 
  dodge, +1 natural, +1 size)
  hp 26 (4d6+12)
  fort +4, Ref +9, Will +6
  Defensive Abilities invisibility; 
  DR 10/cold iron; SR 15
  OffEnSE
  Speed 20 ft., fly 60 ft. (good)
  Melee short sword +8 
  (1d4/19–20)
  Ranged longbow +8 
  (1d6–2/×3)
  Special Attacks special arrows
  Spell-Like Abilities (CL 8th)
  Constant—detect chaos, detect 
  evil, detect good, detect law
  1/day—dancing lights, detect 
  thoughts (DC 15), dispel magic, 
  entangle (DC 14), 
  lesser confusion (DC 14), permanent image 
  (DC 19; visual and auditory elements only), shield
  STATISTICS
  Str 11, Dex 21, Con 16, Int 16, Wis 15, Cha 16
  Base Atk +2; CMB +1; CMD 17
  feats Dodge, Weapon Finesse
  Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, 
  Knowledge (nature) +10, Perception +9, Sense Motive +9, 
  Stealth +16, Use Magic Device +10
  Languages Common, Sylvan
  SPECIAL ABILITIES
  Invisibility (Su) A pixie remains invisible even when it attacks. 
  This ability is constant, but the pixie can suppress or 
  resume it as a free action.
  Special Arrows (Su) When a pixie fires an arrow from any 
  bow, it can decide to change the arrow’s properties by 
  sprinkling it with magical pixie dust. Doing so is a free 
  action as long as the pixie is the one who fires the arrow. 
  A pixie can generate a number of uses of dust equal to 
  its Charisma score each day (16 uses per day for most 
  pixies)—the dust is useless to another creature unless 
  the pixie gives the dust freely. In this case, the pixie 
  chooses what effect the dust will have on an arrow 
  when it is applied, and it takes a standard action 
  to apply the dust to the arrow. Once pixie dust 
  is applied to an arrow, the pixie’s chosen effect 
  persists on the arrow for only 1 round. As long 
  as an arrow is altered in this way, it does not 
  inflict damage when it hits—it only causes 
   Save DCs are Charisma-based.
  Sleep: The target must succeed on a DC 15 Will 
  save or fall asleep for 5 minutes.
  irresistible dance
  This tiny, whimsical-looking humanoid darts about swiftly on 
  wildly colored gossamer wings.
  its new efect.
  (DC 19), 
  
  Giant, Storm
  STORM gIAnT 
  CR 13
  XP 25,600
  CG Huge humanoid (giant)
  Init +2; Senses low-light vision; Perception +27
  DEfEnSE
  AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, 
  –2 size)
  hp 237 (19d8+152)
  fort +19, Ref +8, Will +13
  Defensive Abilities rock catching; Immune electricity
  OffEnSE
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor) 
  Melee mwk greatsword +29/+24/+24 (4d6+21/17–20) or 
  2 slams +28 (2d6+16)
  Ranged mwk composite longbow +15/+10/+5 
  (3d6+14/×3)
  Space 15 ft.; Reach 15 ft.
  Spell-Like Abilities (CL 15th)
  Constant—freedom of movement
  2/day—control weather, levitate
  1/day—call lightning (DC 15), chain lightning
  (DC 18)
  STATISTICS
  Str 23, Dex 14, Con 27, Int 16, Wis 20, Cha 15
  Base Atk +14; CMB +32; CMD 44
  feats Awesome Blow, Cleave, Combat Reflexes, Improved 
  Bull Rush, Improved Critical (greatsword), Improved Sunder, 
  Improved Vital Strike, Iron Will, Power Attack, Vital Strike
  Skills Acrobatics +18, Climb +19, Craf (any 
  one) +13, Intimidate +20, Perception +27, 
  Perform (sing) +12, Sense Motive +24, Swim +24
  Languages Auran, Common, Draconic, Giant
  SQ militant, water breathing
  This giant is a towering, muscular human of heroic proportions, 
  with bronze skin, dark hair, and sparkling green eyes.
  SPECIAL ABILITIES
  Militant (Ex) Storm giants are proficient with all simple and all martial weapons.
  Water Breathing (Ex) Storm giants can breathe water as well as air.
  
SOURCE: textdata/thevault/Pathfinder/SNA - Augmented -All.pdf