TEXT: Player’s Aid 
  II:
  Monster 
  Summoning 
  Cards
  
   
  1 
   
  Player’s Aid II:  
  Monster 
  Summoning Cards 
   
  4 Winds Fantasy Gaming  
   
  http://4windsfantasygaming.com  
   
  design – Connie J. Thomson & Robert W. Thomson  
  layout – Robert W. Thomson  
  Some artwork copyright William McAusland, used with permission. 
   
  4WF015 
   
  Player‟s Aid II: Monster Summoning Cards ©2010 4 Winds Fantasy Gaming. All Rights Reserved. Player‟s 
  Aid II: Monster Summoning Cards is presented under the Open Game License. See page 54 for the text of 
  the Open Game License. All material on pages 6 through 53 are considered to be Open Game Content. 
  The Introduction and How to Use the Cards sections are considered Product Identity. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
   
   
  
   
  2 
  Introduction 
  GM: “The evil cleric glares at you as 
  you open the gilded doors. „You will 
  not stop me from performing the 
  ceremony!‟ he growls. What do you 
  do?” 
   
  Player 1 – “I get my axe ready!” 
   
  Player 2 – “I‟m going to use my ring to 
  turn invisible and try to sneak up 
  behind him!” 
   
  Player 3 – “I‟m going to cast Summon 
  Monster III to summon a celestial 
  cheetah to help!” 
   
  GM, Players 1 & 2 – *groan* 
   
  Player 3 – “Now, let me see the 
  monster book so I can look up the 
  cheetah. Oh, and I need to mark the 
  page for the celestial template, too.” 
   
  GM – “Don‟t dog-ear the pages in my 
  book!” 
   
  Players 1 & 2 - *snicker* 
   
  Player 3 – “Sorry! Ok, let me scribble 
  this info down, then. Got a scrap of 
  paper? Oh darn, this pen is out of ink.” 
   
  Player 1 – “Don‟t forget to apply the 
  ability bonuses from your Augment 
  Summoning feat...” 
   
  Player 3 – “Oh yeah! So the celestial 
  bonuses 
  and 
  the 
  augmented 
  bonuses…Now 
  figure 
  up 
  the 
  spell 
  resistance… 
   
  Does this sound like your game? It 
  sounds like more than a few we’ve 
  been involved in over the years. With 
  templates 
  – 
  even 
  the 
  simplified 
  templates 
  of 
  the 
  Pathfinder 
  Roleplaying Game Bestiary – and 
  bonuses 
  from 
  feats, 
  summoning 
  monsters on the fly can be a time-
  consuming process and drag the action 
  to a halt. As a GM, whenever we know 
  the player’s are going to confront a 
  spellcaster with a Summon Monster 
  spell readied, we always have the 
  creature stats handy for when it 
  appears, but players don’t always 
  know when they are going to cast a 
  Summon Monster spell. 
   
  To aid players of spellcasters and to 
  make all other players and GMs 
  happier people, we proudly present 
  Player‟s Aid II: Monster Summoning 
  Cards. Each card contains a stat block 
  for 
  a 
  creature 
  on 
  the 
  monster 
  summoning lists in the Pathfinder 
  Roleplaying 
  Game 
  Core 
  Rulebook. 
  Where applicable, you will find both a 
  celestial and a fiendish variant of 
  creatures, and each stat block also 
  includes the necessary adjustments to 
  the creature if your spellcaster has the 
  Augment Summoning feat. 
   
  Now, with these cards, your GM and 
  the other players won’t groan in 
  frustration when you announce you 
  are going to summon a monster! You 
  simply find the card of the creature 
  you want to summon and – ta-da! – 
  you are ready to go! 
   
  We hope you enjoy these cards! Good 
  gaming! 
   
  Robert & Connie Thomson 
  4 Winds Fantasy Gaming 
   
   
  
   
  3 
  Using the Cards 
  The monster summoning cards are 
  really easy to use. Just print the pages 
  out, cut the cards apart, then when 
  you need one, find the card of the 
  creature you are summoning and set it 
  beside you at the gaming table. Now, 
  you only need to refer to the card 
  whenever your summoned creature 
  acts. No more flipping pages and 
  scribbling notes! 
   
  Many 
  creatures 
  on 
  the 
  list 
  of 
  summonable creatures are summoned 
  with either the celestial or fiendish 
  template, 
  depending 
  on 
  your 
  character’s 
  alignment. 
  For 
  these 
  creatures you’ll find a celestial and a 
  fiendish 
  card. 
  All 
  necessary 
  information 
  for 
  the 
  creature 
  is 
  included, straight from the Pathfinder 
  Roleplaying Game Bestiary – a full stat 
  block and any special attacks, special 
  qualities or spell-like abilities. Also, in 
  brackets [ ] after certain stats, skill 
  and attacks are the adjusted numbers 
  based on bonuses applied through the 
  Augment Summoning feat. If your 
  spellcaster has that feat, simply use 
  the stats/numbers inside the brackets 
  and you have the correct information 
  for your augmented creature. 
   
  Summon Monster I 
  School conjuration (summoning) [see 
  text]; Level bard 1, cleric 1, 
  sorcerer/wizard 1 
  Casting Time 1 round 
  Components V, S, F/DF (a tiny bag and a 
  small candle) 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one summoned creature 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance 
  no 
   
  This spell summons an extraplanar 
  creature (typically an outsider, 
  elemental, or magical beast native to 
  another plane). It appears where you 
  designate and acts immediately, on 
  your turn. It attacks your opponents to 
  the best of its ability. If you can 
  communicate with the creature, you 
  can direct it not to attack, to attack 
  particular enemies, or to perform other 
  actions. The spell conjures one of the 
  creatures from the 1st Level list on the 
  table page 5. You choose which kind of 
  creature to summon, and you can 
  choose a different one each time you 
  cast the spell. 
   
  A summoned monster cannot summon 
  or otherwise conjure another creature, 
  nor can it use any teleportation or 
  planar travel abilities. Creatures 
  cannot be summoned into an 
  environment that cannot support 
  them. Creatures summoned using this 
  spell cannot use spells or spell-like 
  abilities that duplicate spells with 
  expensive material components (such 
  as wish). 
   
  When you use a summoning spell to 
  summon a creature with an alignment 
  or elemental subtype, it is a spell of 
  that type. Creatures on the table 
  marked with an “*” are summoned 
  with the celestial template, if you are 
  good, and the fiendish template, if you 
  are evil. If you are neutral, you may 
  choose which template to apply to the 
  creature. Creatures marked with an 
  “*” always have an alignment that 
  matches yours, regardless of their 
  usual alignment. Summoning these 
  creatures makes the summoning 
  spell's type match your alignment. 
   
  Summon Monster II 
  School conjuration (summoning); Level 
  bard 2, cleric 2, sorcerer/wizard 2 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 2nd-
  level list or 1d3 creatures of the same 
  kind from the 1st-level list. 
   
   
  
   
  4 
  Summon Monster III 
  School conjuration (summoning); Level 
  bard 3, cleric 3, sorcerer/wizard 3 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 3rd-
  level list, 1d3 creatures of the same 
  kind from the 2nd-level list, or 1d4+1 
  creatures of the same kind from the 
  1st-level list. 
   
  Summon Monster IV 
  School conjuration (summoning); Level 
  bard 4, cleric 4, sorcerer/wizard 4 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 4th-
  level list, 1d3 creatures of the same 
  kind from the 3rd-level list, or 1d4+1 
  creatures of the same kind from a 
  lower-level list. 
   
  Summon Monster V 
  School conjuration (summoning); Level 
  bard 5, cleric 5, sorcerer/wizard 5 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 5th-
  level list, 1d3 creatures of the same 
  kind from the 4th-level list, or 1d4+1 
  creatures of the same kind from a 
  lower-level list. 
   
  Summon Monster VI 
  School conjuration (summoning); Level 
  bard 6, cleric 6, sorcerer/wizard 6 
   
  This spell functions like summon 
  monster I, except you can summon 
  one creature from the 6th-level list, 
  1d3 creatures of the same kind from 
  the 5th-level list, or 1d4+1 creatures of 
  the same kind from a lower-level list. 
   
  Summon Monster VII 
  School conjuration (summoning); Level 
  cleric 7, sorcerer/wizard 7 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 7th-
  level list, 1d3 creatures of the same 
  kind from the 6th-level list, or 1d4+1 
  creatures of the same kind from a 
  lower-level list. 
   
  Summon Monster VIII 
  School conjuration (summoning); Level 
  cleric 8, sorcerer/wizard 8 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 8th-
  level list, 1d3 creatures of the same 
  kind from the 7th-level list, or 1d4+1 
  creatures of the same kind from a 
  lower-level list. 
   
  Summon Monster IX 
  School conjuration (summoning); Level 
  cleric 9, sorcerer/wizard 9 
   
  This spell functions like summon 
  monster I, except that you can 
  summon one creature from the 9th-
  level list, 1d3 creatures of the same 
  kind from the 8th-level list, or 1d4+1 
  creatures of the same kind from a 
  lower-level list. 
   
   
   
   
   
   
   
   
  
   
  5 
  Table: Summon Monster Spells 
  1st Level 
  Subtype 
  Dire Rat*  
  - 
  Dolphin*  
  - 
  Eagle*  
  - 
  Fire Beetle*  
  - 
  Poison Frog*  
  - 
  Pony (Horse)*  
  - 
  Riding Dog*  
  - 
  Viper (Snake)*  
  - 
  2nd Level 
  Subtype 
  Ant, Giant (Worker)* 
  - 
  Elemental (Small) 
  Elemental 
  Giant Centipede* 
  - 
  Giant Frog* 
  - 
  Giant Spider*  
  - 
  Goblin Dog* 
  - 
  Horse*  
  - 
  Hyena*  
  - 
  Lemure (Devil)  
  Evil, Lawful 
  Octopus*  
  - 
  Squid* 
  - 
  Wolf* 
  - 
  3rd Level 
  Subtype 
  Ant, Giant (Soldier)* 
  - 
  Ape* 
  - 
  Aurochs (Herd Animal)* 
  - 
  Boar* 
  - 
  Cheetah* 
  - 
  Constrictor Snake* 
  - 
  Crocodile* 
  - 
  Dire Bat* 
  - 
  Dretch (Demon)  
  Chaotic, Evil 
  Electric Eel* 
  - 
  Giant Lizard* 
  - 
  Lantern Archon  
  Good, Lawful 
  Leopard* 
  - 
  Shark* 
  - 
  Wolverine* 
  - 
  4th Level 
  Subtype 
  Ant, Giant (Drone)* 
  - 
  Bison (Herd Animal)* 
  - 
  Deinonychus (Dinosaur)* 
  - 
  Dire Ape* 
  - 
  Dire Boar* 
  - 
  Dire Wolf* 
  - 
  Elemental (Medium)  
  Elemental 
  Giant Scorpion* 
  - 
  Giant Wasp* 
  - 
  Grizzly Bear* 
  - 
  Hell Hound 
  Evil, Lawful 
  Hound Archon 
  Good, Lawful 
  Lion* 
  - 
  Mephit (Any) 
  Elemental 
  Pteranodon (Dinosaur)*  
  - 
  Rhinoceros*  
  - 
  5th Level 
  Subtype 
  Ankylosaurus (Dinosaur)* 
  - 
  Babau (Demon)  
  Chaotic, Evil 
  Bearded Devil  
  Evil, Lawful 
  Bralani Azata  
  Chaotic, Good 
  Dire Lion* 
  - 
  Elemental (Large)  
  Elemental 
  Giant Moray Eel* 
  - 
  Kyton  
  Evil, Lawful 
  Orca (Dolphin)* 
  - 
  Salamander  
  Evil 
  Wooly Rhinoceros* 
  - 
  Xill  
  Evil, Lawful 
  6th Level 
  Subtype 
  Dire Bear* 
  - 
  Dire Tiger* 
  - 
  Elasmosaurus (Dinosaur)* 
  - 
  Elemental (Huge)  
  Elemental 
  Elephant* 
  - 
  Erinyes (Devil)  
  Evil, Lawful 
  Giant Octopus* 
  - 
  Invisible Stalker  
  Air 
  Lillend Azata  
  Chaotic, Good 
  Shadow Demon  
  Chaotic, Evil 
  Succubus (Demon)  
  Chaotic, Evil 
  Triceratops (Dinosaur)* 
  - 
  7th Level 
  Subtype 
  Bebelith  
  Chaotic, Evil 
  Bone Devil  
  Evil, Lawful 
  Brachiosaurus (Dinosaur)* 
  - 
  Dire Crocodile* 
  - 
  Dire Shark* 
  - 
  Elemental (Greater)  
  Elemental 
  Giant Squid* 
  - 
  Mastodon (Elephant)* 
  - 
  Roc* 
  - 
  Tyrannosaurus (Dinosaur)* 
  - 
  Vrock (Demon)  
  Chaotic, Evil 
  8th Level 
  Subtype 
  Barbed Devil  
  Evil, Lawful 
  Elemental (Elder)  
  Elemental 
  Hezrou (Demon)  
  Chaotic, Evil 
  9th Level 
  Subtype 
  Astral Deva (Angel)  
  Good 
  Ghaele Azata  
  Chaotic, Good 
  Glabrezu (Demon)  
  Chaotic, Evil 
  Ice Devil  
  Evil, Lawful 
  Nalfeshnee (Demon)  
  Chaotic, Evil 
  Trumpet Archon  
  Good, Lawful 
  * This creature is summoned with the celestial 
  template if you are good, or the fiendish template if 
  you are evil; you may choose either if you are neutral.
  
  Dire Rat, Celestial (Summon Monster I) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4 
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +3 [ +5 ], Ref +5, Will +1 
  SR 5 
  Speed 40 ft., climb 20 ft., swim 20 ft. 
  Melee bite +3 (1d4+2 plus disease) 
  Special Attacks disease, smite evil 
  Str 10 [ 14 ], Dex 17, Con 13 [ 17 ], Int 2, Wis 13, Cha 4 
  Base Atk +0; CMB –1 [ +1 ]; CMD 12 [ 14 ] (16 [ 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 11 [ 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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are 
  common menaces in dungeons and city sewers alike. 
   
  NOTES:_________________________________________________ 
   
  _______________________________________________________ 
   
  _______________________________________________________ 
   
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  Dire Rat, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +4 
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Resist cold 5, fire 5 
  Fort +3 [ +5 ], Ref +5, Will +1 
  SR 5 
  Speed 40 ft., climb 20 ft., swim 20 ft. 
  Melee bite +3 (1d4+2 plus disease) 
  Special Attacks disease, smite good 
  Str 10 [ 14 ], Dex 17, Con 13 [ 17 ], Int 2, Wis 13, Cha 4 
  Base Atk +0; CMB –1 [ +1 ]; CMD 12 [ 14 ] (16 [ 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 11 [ 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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are 
  common menaces in dungeons and city sewers alike. 
   
  NOTES:_________________________________________________ 
   
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  Dolphin, Celestial (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; 
  Perception +9 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 11 [ 15 ] (2d8+2 [ +6 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +4 [ +6 ], Ref +5, Will +1 
  SR 5 
  Speed swim 80 ft. 
  Melee slam +3 (1d4+1 [ +3 ]) 
  Str 12 [ 16 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Weapon Finesse 
  Skills Perception +9, Swim +13 [ +15]; Racial Modifiers +4 
  Perception 
  SQ hold breath, smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Dolphins are social predators that hunt shallow seas and rivers in large 
  family groups called pods. Sailors are fond of dolphins and frequently 
  tell tales of dolphins saving drowning fishermen or killing sharks with 
  blows from their powerful snouts. 
   
  NOTES:_________________________________________________ 
   
  _______________________________________________________ 
   
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  Dolphin, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; 
  Perception +9 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 11 [ 15 ] (2d8+2 [ +6 ]) 
  Resist cold 5, fire 5 
  Fort +4 [ +6 ], Ref +5, Will +1 
  SR 5 
  Speed swim 80 ft. 
  Melee slam +3 (1d4+1 [ +3 ]) 
  Str 12 [ 16 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Weapon Finesse 
  Skills Perception +9, Swim +13 [ +15]; Racial Modifiers +4 
  Perception 
  SQ hold breath, smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Dolphins are social predators that hunt shallow seas and rivers in large 
  family groups called pods. Sailors are fond of dolphins and frequently 
  tell tales of dolphins saving drowning fishermen or killing sharks with 
  blows from their powerful snouts. 
   
  NOTES:_________________________________________________ 
   
  _______________________________________________________ 
   
  _______________________________________________________ 
   
  _______________________________________________________ 
  
  Eagle, Celestial (Summon Monster I) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +3 [ +5 ], Ref +4, Will +2 
  SR 5 
  Speed 10 ft., fly 80 ft. (average) 
  Melee 2 talons +3 (1d4 [ +2 ]), bite +3 (1d4 [ +1 ]) 
  Str 10 [ 14 ], Dex 15, Con 12 [ 16 ], Int 2, Wis 15, Cha 7 
  Base Atk +0; CMB –1 [ +1 ]; CMD 11 [ 13 ] 
  Feats Weapon Finesse 
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Eagles generally weigh between 8 and 15 pounds, with a wingspan of 
  up to 7 feet, depending on the species. 
   
  NOTES:_________________________________________________ 
   
  _______________________________________________________ 
   
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  _______________________________________________________ 
   
  _______________________________________________________ 
   
  _______________________________________________________ 
   
  _______________________________________________________ 
  Eagle, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +10 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Resist cold 5, fire 5 
  Fort +3 [ +5 ], Ref +4, Will +2 
  SR 5 
  Speed 10 ft., fly 80 ft. (average) 
  Melee 2 talons +3 (1d4 [ +2 ]), bite +3 (1d4 [ +1 ]) 
  Str 10 [ 14 ], Dex 15, Con 12 [ 16 ], Int 2, Wis 15, Cha 7 
  Base Atk +0; CMB –1 [ +1 ]; CMD 11 [ 13 ] 
  Feats Weapon Finesse 
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Eagles generally weigh between 8 and 15 pounds, with a wingspan of 
  up to 7 feet, depending on the species. 
   
  NOTES:_________________________________________________ 
   
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  Fire Beetle, Celestial (Summon Monster I) 
  (Caster’s Alignment) Small vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0 
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +2 [ +4 ], Ref +0, Will +0 
  SR 5 
  Immune mind-affecting effects 
  Speed 30 ft., fly 30 ft. (poor) 
  Melee bite +1 [ +3 ] (1d4 [ +2 ]) 
  Str 10 [ 14 ], Dex 11, Con 11 [ 15 ], Int —, Wis 10, Cha 7 
  Base Atk +0; CMB –1  [ +1 ]; CMD 9 [ 11 ] (17 [ 19 ] vs. trip) 
  Skills Fly –2 
  SQ luminescence, smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Although nocturnal, the fire beetle lacks darkvision—it relies on its own 
  glowing glands for illumination. Caged fire beetles are a popular source 
  of long-lasting illumination among eccentrics and miners. 
   
  NOTES:_________________________________________________ 
   
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  Fire Beetle, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Small vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision; Perception +0 
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Resist cold 5, fire 5 
  Fort +2 [ +4 ], Ref +0, Will +0 
  SR 5 
  Immune mind-affecting effects 
  Speed 30 ft., fly 30 ft. (poor) 
  Melee bite +1 [ +3 ] (1d4 [ +2 ]) 
  Str 10 [ 14 ], Dex 11, Con 11 [ 15 ], Int —, Wis 10, Cha 7 
  Base Atk +0; CMB –1  [ +1 ]; CMD 9 [ 11 ] (17 [ 19 ] vs. trip) 
  Skills Fly –2 
  SQ luminescence, smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Although nocturnal, the fire beetle lacks darkvision—it relies on its own 
  glowing glands for illumination. Caged fire beetles are a popular source 
  of long-lasting illumination among eccentrics and miners. 
   
  NOTES:_________________________________________________ 
   
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  Poison Frog, Celestial (Summon Monster I) 
  (Caster’s Alignment) Tiny animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3 
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +2 [ +4 ], Ref +3, Will –1 
  SR 5 
  Speed 10 ft., swim 20 ft. 
  Melee bite +3 (1 plus poison) 
  Str 2 [ 6 ], Dex 12, Con 11 [ 15 ], Int 1, Wis 9, Cha 10 
  Base Atk +0; CMB –1; CMD 7 (11 vs. trip) 
  Feats Weapon Finesse 
  Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim 
  +9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses 
  Dex to swim 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Injury; save Fort DC 10 [ 12 ]; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Poisonous frogs are a bright green color, with additional bright yellow, 
  red, or blue markings. They are just over a foot long and weigh 10 
  pounds. The poison of poisonous frogs is often gathered by primitive 
  tribes and used to coat darts and arrows for hunting. 
   
  NOTES:_________________________________________________ 
   
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  Poison Frog, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Tiny animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +3 
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Resist cold 5, fire 5 
  Fort +2 [ +4 ], Ref +3, Will –1 
  SR 5 
  Speed 10 ft., swim 20 ft. 
  Melee bite +3 (1 plus poison) 
  Str 2 [ 6 ], Dex 12, Con 11 [ 15 ], Int 1, Wis 9, Cha 10 
  Base Atk +0; CMB –1; CMD 7 (11 vs. trip) 
  Feats Weapon Finesse 
  Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim 
  +9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses 
  Dex to swim 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Injury; save Fort DC 10 [ 12 ]; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Poisonous frogs are a bright green color, with additional bright yellow, 
  red, or blue markings. They are just over a foot long and weigh 10 
  pounds. The poison of poisonous frogs is often gathered by primitive 
  tribes and used to coat darts and arrows for hunting. 
   
  NOTES:_________________________________________________ 
   
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  Pony, Celestial (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 11, touch 11, flat-footed 10 (+1 Dex) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +5 [ +7 ], Ref +4, Will +0 
  SR 5 
  Speed 40 ft. 
  Melee 2 hooves –3 [ -1 ] (1d3 [ +2 ]) 
  Str 13 [ 17 ], Dex 13, Con 14 [ 18 ], Int 2, Wis 11, Cha 4 
  Base Atk +1; CMB +2 [ +4 ]; CMD 13 [ 15 ] (17 [ 19 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +5 
  SQ docile, smite evil 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a horse's hooves are treated as secondary attacks. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Ponies are smaller breeds of horses better suited to halflings, gnomes, 
  and dwarves, but they also make fond pets for humans as well. They 
  stand 3 to 4 feet tall and weigh about 600 pounds. 
   
  A light load for a pony is up to 100 pounds, a medium load is 101–200 
  pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 
  pounds. 
   
  NOTES:_________________________________________________ 
   
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  Pony, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 11, touch 11, flat-footed 10 (+1 Dex) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist cold 5, fire 5 
  Fort +5 [ +7 ], Ref +4, Will +0 
  SR 5 
  Speed 40 ft. 
  Melee 2 hooves –3 [ -1 ] (1d3 [ +2 ]) 
  Str 13 [ 17 ], Dex 13, Con 14 [ 18 ], Int 2, Wis 11, Cha 4 
  Base Atk +1; CMB +2 [ +4 ]; CMD 13 [ 15 ] (17 [ 19 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +5 
  SQ docile, smite good 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a horse's hooves are treated as secondary attacks. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Ponies are smaller breeds of horses better suited to halflings, gnomes, 
  and dwarves, but they also make fond pets for humans as well. They 
  stand 3 to 4 feet tall and weigh about 600 pounds. 
   
  A light load for a pony is up to 100 pounds, a medium load is 101–200 
  pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 
  pounds. 
   
  NOTES:_________________________________________________ 
   
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  Riding Dog, Celestial (Summon Monster I) 
  (Caster’s Alignment) Medium Animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +5 [ +7 ], Ref +5, Will +1 
  SR 5 
  Speed 40 ft. 
  Melee bite +3 [ +5 ] (1d6+3 [ +5 ] plus trip) 
  Str 15 [ 19 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +1; CMB +3 [ +5 ]; CMD 15 [ 17 ] (19 [ 21 ] vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 
  scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 
  Survival when tracking by scent 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Larger dogs (known to Small races like halflings and gnomes as riding 
  dogs) include hardier breeds such as huskies, mastiffs, and 
  wolfhounds. A riding dog can fight while carrying a rider, but the rider 
  cannot also attack unless he or she succeeds on a DC 10 Ride check. 
   
  NOTES:_________________________________________________ 
   
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  Riding Dog, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Medium Animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist cold 5, fire 5 
  Fort +5 [ +7 ], Ref +5, Will +1 
  SR 5 
  Speed 40 ft. 
  Melee bite +3 [ +5 ] (1d6+3 [ +5 ] plus trip) 
  Str 15 [ 19 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +1; CMB +3 [ +5 ]; CMD 15 [ 17 ] (19 [ 21 ] vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 
  scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 
  Survival when tracking by scent 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Larger dogs (known to Small races like halflings and gnomes as riding 
  dogs) include hardier breeds such as huskies, mastiffs, and 
  wolfhounds. A riding dog can fight while carrying a rider, but the rider 
  cannot also attack unless he or she succeeds on a DC 10 Ride check. 
   
  NOTES:_________________________________________________ 
   
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  Viper, Celestial (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 14, touch 11, flat-footed 3 (+1 Dex, +3 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist acid 5, cold 5, electricity 5 
  Fort +5 [ +7 ], Ref +4, Will +1 
  SR 6 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +2 [ +4 ] (1d4–1 [ +1 ] plus poison) 
  Str 8 [ 12 ], Dex 13, Con 14  [ 18 ], Int 1, Wis 13, Cha 2 
  Base Atk +1; CMB +0 [ +2 ]; CMD 11 [ 13 ] (can't be tripped) 
  Feats Improved Initiative, Weapon FinesseB 
  Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; 
  Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies 
  Climb and Swim with Dexterity 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Con; cure 1 save. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Countless species of poisonous snakes dwell in the wild, their bites 
  capable of bringing down creatures much larger than themselves.  
   
  Venomous snakes are generally far more aggressive than constrictor 
  snakes, and even larger variants do exist. 
   
  NOTES:_________________________________________________ 
   
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  Viper, Fiendish (Summon Monster I) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 14, touch 11, flat-footed 3 (+1 Dex, +3 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Resist cold 5, fire 5 
  Fort +5 [ +7 ], Ref +4, Will +1 
  SR 6 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +2 [ +4 ] (1d4–1 [ +1 ] plus poison) 
  Str 8 [ 12 ], Dex 13, Con 14  [ 18 ], Int 1, Wis 13, Cha 2 
  Base Atk +1; CMB +0 [ +2 ]; CMD 11 [ 13 ] (can't be tripped) 
  Feats Improved Initiative, Weapon FinesseB 
  Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; 
  Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; modifies 
  Climb and Swim with Dexterity 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Con; cure 1 save. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Countless species of poisonous snakes dwell in the wild, their bites 
  capable of bringing down creatures much larger than themselves.  
   
  Venomous snakes are generally far more aggressive than constrictor 
  snakes, and even larger variants do exist. 
   
  NOTES:_________________________________________________ 
   
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  Ant, Giant, Worker, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 15; (+5 natural) 
  hp 18 [ 22] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Resist acid 5, cold 5, electricity 5 
  Immune mind-affecting effects 
  SR 8 
  Speed 50 ft., climb 20 ft.. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ]), sting +3 [ +5 ] (1d4+2 [ +4 ]) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +3 [ +5] (+7 [ +9 ] grapple); CMD 13  
  [ 15 ] (21 [ 23 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (+2 to damage; 
  against evil foes; smite persists until target is dead or the celestial 
  creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
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  Ant, Giant, Worker, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 15; (+5 natural) 
  hp 18 [ 22] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Resist acid 5, cold 5, electricity 5 
  Immune mind-affecting effects 
  SR 8 
  Speed 50 ft., climb 20 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ]), sting +3 [ +5 ] (1d4+2 [ +4 ]) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +3 [ +5] (+7 [ +9 ] grapple); CMD 13  
  [ 15 ] (21 [ 23 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite good 
  Special Abilities 
  Smite Evil (Su) Smite good 1/day as a swift action (+2 to damage; 
  against good foes; smite persists until target is dead or the fiendish 
  creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Air, Small (Summon Monster II) 
  N Small outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft.; Perception +4 
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +6, Will +0 
  Defensive Abilities air mastery 
  Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee slam +6 (1d4+1 [ +3 ]) 
  Special Attacks whirlwind (3/day, 10–20 ft. high, 1d4+1 [ +3 ] 
  damage, DC 12) 
  Str 12 [ 16 ], Dex 17, Con 12 [ 16 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +2; CMD 15 [ 17 ] 
  Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) 
  +1, Perception +4, Stealth +11 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Earth, Small (Summon Monster II) 
  N Small outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref –1, Will +3 
  Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +6 [ +8 ] (1d6+4 [ +6 ]) 
  Special Attacks earth mastery 
  Str 16 [ 20 ], Dex 8, Con 13 [ 17 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +4 [ +6 ]; CMD 13 [ 15 ] 
  Feats Improved Bull RushB, Power Attack 
  Skills Appraise +1, Climb +7 [ +9 ], Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7 
  Special Abilities 
  Earth Glide (Ex) A burrowing earth elemental can pass through stone, 
  dirt, or almost any other sort of earth except metal. If protected 
  against fire damage, it can even glide through lava. 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. 
    
  A Small earth elemental is about 4 feet tall and weighs about 80 lbs. 
  An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals 
  look like terrestrial animals made out of rock, earth, or even crystal, 
  with glowing gemstones for eyes. Bits of vegetation frequently grow in 
  the soil that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Fire, Small (Summon Monster II) 
  N Small outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft.; Perception +4 
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 
  size) 
  hp 11 [ 15 ] (2d10 [ +4 ]) 
  Fort +3 [ +5 ], Ref +4, Will +0 
  Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee slam +4 (1d4 [ +2 ] plus burn) 
  Special Attacks burn (1d4, DC 11) 
  Str 10 [ 14 ], Dex 13, Con 10 [ 14 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +1; CMD 13 [ 15 ] 
  Feats Dodge, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +5, Climb +4 [ +6 ], Escape Artist +5, Intimidate 
  +4, Knowledge (planes) +1, Perception +4 
  Special Abilities 
  Burn (Ex) DC 11 Reflex save or catch fire, taking 1d4 damage for an 
  additional 1d4 rounds at the start of turn. Burning creature can 
  attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire damage 
  as though hit by the elemental and must make a Reflex save to avoid 
  catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Elemental, Water, Small (Summon Monster II) 
  N Small outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft.; Perception +4 
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +3, Will +0 
  Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee slam +5 [ +7 ] (1d6+3 [ +5 ]) 
  Special Attacks drench, vortex (DC 13), water mastery 
  Str 14 [ 18 ], Dex 10, Con 13 [ 17 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +3 [ +5 ]; CMD 13 [ +15 ] 
  Feats Power Attack 
  Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, 
  Perception +4, Stealth +8, Swim +14 [ +16 ] 
  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 (CL 2nd). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Giant Centipede, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft.; Perception +4 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Fort +3 [ +5 ], Ref +2, Will +0 
  Resist acid 5, cold 5, electricity 5 
  Immune mind-affecting effects 
  SR 5 
  Speed 40 ft., climb 40 ft. 
  Melee bite +2 (1d6–1 [ +1 ] plus poison) 
  Special Attacks poison 
  Str 9 [ 13 ], Dex 15, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +0; CMB –1; CMD 11 [ 13 ] (can't be tripped) 
  Feats Weapon FinesseB 
  Skills Climb +10 [ +12 ], Perception +4, Stealth +10; Racial Modifiers 
  +4 Perception, +8 Stealth 
  SQ smite evil 
  Special Abilities 
  Poison (EX) Bite—injury; save Fort DC 13; 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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Giant centipedes attack nearly any living creatures with their 
  poisonous jaws. These creatures adapt to many environments and 
  feed voraciously on the local fauna, including humanoids. The 
  coloration of giant centipedes mirrors that of normal centipedes and 
  spans the spectrum, ranging from dull hues to bright reds and fiery 
  oranges. 
   
  NOTES:_________________________________________________ 
   
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  ________________________________________________________ 
  Giant Centipede, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft.; Perception +4 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Fort +3 [ +5 ], Ref +2, Will +0 
  Resist cold 5, fire 5 
  Immune mind-affecting effects 
  SR 5 
  Speed 40 ft., climb 40 ft. 
  Melee bite +2 (1d6–1 [ +1 ] plus poison) 
  Special Attacks poison 
  Str 9 [ 13 ], Dex 15, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +0; CMB –1; CMD 11 [ 13 ] (can't be tripped) 
  Feats Weapon FinesseB 
  Skills Climb +10 [ +12 ], Perception +4, Stealth +10; Racial Modifiers 
  +4 Perception, +8 Stealth 
  SQ smite good 
  Special Abilities 
  Poison (EX) Bite—injury; save Fort DC 13; 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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Giant centipedes attack nearly any living creatures with their 
  poisonous jaws. These creatures adapt to many environments and 
  feed voraciously on the local fauna, including humanoids. The 
  coloration of giant centipedes mirrors that of normal centipedes and 
  spans the spectrum, ranging from dull hues to bright reds and fiery 
  oranges. 
   
  NOTES:_________________________________________________ 
   
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  Giant Frog, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium Animal [ ( augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +3 
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +6, Will –1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Speed 30 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab) or tongue +3 touch 
  (grab) 
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue 
  Str 15 [ 19 ], Dex 13, Con 16 [ 20 ], Int 1, Wis 8, Cha 6 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 14  
  [ 16 ] (18 [ 20 ] vs. trip) 
  Feats Lightning Reflexes 
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim 
  +10 [ +12 ]; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Tongue (Ex) A giant frog's tongue is a primary attack with 15 feet 
  reach. 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. 
   
  Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet 
  long and weigh 200 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Giant Frog, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium Animal [ ( augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +3 
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +6, Will –1 
  Resist cold 5, fire 5 
  SR 6 
  Speed 30 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab) or tongue +3 touch 
  (grab) 
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue 
  Str 15 [ 19 ], Dex 13, Con 16 [ 20 ], Int 1, Wis 8, Cha 6 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 14  
  [ 16 ] (18 [ 20 ] vs. trip) 
  Feats Lightning Reflexes 
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim 
  +10 [ +12 ]; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Tongue (Ex) A giant frog's tongue is a primary attack with 15 feet 
  reach. 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. 
   
  Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet 
  long and weigh 200 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Giant Web-spinning Spider, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Climb +16 [ +18 ], Perception +4 (+8 in webs), Stealth +7 
  (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in 
  webs), +16 Climb 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Web (Ex) Can throw a web up to 8 times per day with a maximum 
  range of 50 ft., a range increment of 10 ft., effective against targets 
  up to 1 size category larger. Entangled creatures escape with a DC 12 
  Escape Artist check or Strength check. Attempts to burst a web by 
  those caught in it suffer a –4 penalty. Attempts to escape gain a +5 
  bonus if the trapped creature has something to walk on or grab. Each 
  5-foot-square section of web has 3 hp and DR 5/—. A creature can 
  move across its own web at its climb speed and can pinpoint the 
  location of any creature touching its web. 
   
  NOTES:_________________________________________________ 
  Giant Hunting Spider, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Acrobatics +11, Climb +16 [ +18 ], Perception +4 (+8 in 
  webs), Stealth +7; Racial Modifiers +8 Acrobatics, +4 Perception, +4 
  Stealth, +16 Climb 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  NOTES:_________________________________________________ 
   
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  Giant Web-spinning Spider, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Climb +16 [ +18 ], Perception +4 (+8 in webs), Stealth +7 
  (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in 
  webs), +16 Climb 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Web (Ex) Can throw a web up to 8 times per day with a maximum 
  range of 50 ft., a range increment of 10 ft., effective against targets 
  up to 1 size category larger. Entangled creatures escape with a DC 12 
  Escape Artist check or Strength check. Attempts to burst a web by 
  those caught in it suffer a –4 penalty. Attempts to escape gain a +5 
  bonus if the trapped creature has something to walk on or grab. Each 
  5-foot-square section of web has 3 hp and DR 5/—. A creature can 
  move across its own web at its climb speed and can pinpoint the 
  location of any creature touching its web. 
   
  NOTES:_________________________________________________ 
  Giant Hunting Spider, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Acrobatics +11, Climb +16 [ +18 ], Perception +4 (+8 in 
  webs), Stealth +7; Racial Modifiers +8 Acrobatics, +4 Perception, +4 
  Stealth, +16 Climb 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  NOTES:_________________________________________________ 
   
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  Goblin Dog, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +1 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 9 [ 11 ] (1d8+5 [ +7 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Immune disease 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +2 (1d6+3 plus allergic reaction) 
  Str 15 [ 19 ], Dex 14, Con 15 [ 19 ], Int 2, Wis 12, Cha 8 
  Base Atk +0; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Stealth +6 
  SQ smite evil 
  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 12 [ 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.  
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +1 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  A goblin dog is 5 feet long but weighs only 75 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Goblin Dog, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +1 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 9 [ 11 ] (1d8+5 [ +7 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Immune disease 
  Resist cold 5, fire 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +2 (1d6+3 plus allergic reaction) 
  Str 15 [ 19 ], Dex 14, Con 15 [ 19 ], Int 2, Wis 12, Cha 8 
  Base Atk +0; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Stealth +6 
  SQ smite good 
  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 12 [ 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.  
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +1 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  A goblin dog is 5 feet long but weighs only 75 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Horse, Celestial (Summon Monster II) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +6 
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Speed 50 ft. 
  Melee 2 hooves –2 [ +0 ] (1d4+1 [ +3 ]) 
  Str 16 [ 20 ], Dex 14, Con 17 [ 21 ], Int 2, Wis 13, Cha 7 
  Base Atk +1; CMB +5 [ +7 ]; CMD 17 [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +6 
  SQ docile, smite evil 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a horse's hooves are treated as secondary attacks. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 
  and 1,500 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Horse, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +6 
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Speed 50 ft. 
  Melee 2 hooves –2 [ +0 ] (1d4+1 [ +3 ]) 
  Str 16 [ 20 ], Dex 14, Con 17 [ 21 ], Int 2, Wis 13, Cha 7 
  Base Atk +1; CMB +5 [ +7 ]; CMD 17 [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +6 
  SQ docile, smite good 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a horse's hooves are treated as secondary attacks. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 
  and 1,500 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Hyena, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +7 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +3 [ +5 ] (1d6+3 [ +5 ] plus trip) 
  Str 14 [ 18 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass); Racial Modifiers 
  +4 Stealth in tall grass 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Hyenas are pack hunters infamous for their cunning and their 
  unnerving, laughter-like vocalizations. They are largely scavengers, 
  but aren't above supplementing their diet of carrion with fresh prey. 
   
  Hyenas tend to hunt alone, but when hunting as a pack they typically 
  send one or two members against a foe's front while the rest of the 
  pack circles and attacks from behind. 
   
  Many of the savage humanoid races, particularly gnolls, use hyenas as 
  guard dogs. Such hyenas typically wear leather barding and are 
  trained from birth to be vicious and savage—many such creatures are 
  advanced hyenas. 
   
  NOTES:_________________________________________________ 
   
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  Hyena, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +7 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +3 [ +5 ] (1d6+3 [ +5 ] plus trip) 
  Str 14 [ 18 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass); Racial Modifiers 
  +4 Stealth in tall grass 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Hyenas are pack hunters infamous for their cunning and their 
  unnerving, laughter-like vocalizations. They are largely scavengers, 
  but aren't above supplementing their diet of carrion with fresh prey. 
   
  Hyenas tend to hunt alone, but when hunting as a pack they typically 
  send one or two members against a foe's front while the rest of the 
  pack circles and attacks from behind. 
   
  Many of the savage humanoid races, particularly gnolls, use hyenas as 
  guard dogs. Such hyenas typically wear leather barding and are 
  trained from birth to be vicious and savage—many such creatures are 
  advanced hyenas. 
   
  NOTES:_________________________________________________ 
   
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  Lemure (Devil) (Summon Monster II) 
  LE Medium outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., see in darkness; Perception +0 
  AC 14, touch 10, flat-footed 14 (+4 natural) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +3, Will +0 
  DR 5/good or silver; Immune fire, mind-affecting effects, poison; 
  Resist acid 10, cold 10 
  Speed 20 ft. 
  Melee 2 claws +2 [ +4 ] (1d4 [ +2 ]) 
  Str 11 [ 15 ], Dex 10, Con 12 [ 16 ], Int —, Wis 11, Cha 5 
  Base Atk +2; CMB +2 [ +4 ]; CMD 12 [ 14 ] 
   
  The least of devilkind, lemures roil forth from the ranks of souls 
  damned to Hell, shapeless masses of quivering flesh. What spark of 
  instinct or memory lingers on within a lemure's semi-consciousness 
  regularly shapes its features to mimic those of its tormentors or the 
  tortured souls around it. Grotesque and useless, a lemure's features 
  speak nothing of what it once was. Many exhibit multiple terrible 
  visages or are nothing more than churning pillars of cancerous flesh. 
  Only their knobby, flailing limbs work as they should, and those they 
  merely use to destroy any non-infernal life that draws too near. 
  Moving lemures typically congeal in forms over 4 feet tall and weigh 
  upward of 200 pounds, though when at rest these disgusting fiends 
  often appear to be little more than lumps of melted flesh and 
  malformed features. 
   
  NOTES:_________________________________________________ 
   
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  Octopus, Celestial (Summon Monster II) 
  (Caster’s Alignment) Small animal (aquatic) [ ( augmented) ] 
  Init +3; Senses low-light vision; Perception +1 
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +6, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Defensive Abilities ink cloud 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +5 [ +7 ] (1d3+1 [ +3 ] plus poison), tentacles +3 [ +5 ] 
  (grab) 
  Str 12 [ 16 ], Dex 17, Con 14 [ 18 ], Int 2, Wis 13, Cha 3 
  Base Atk +1; CMB +1 [ +3 ] (+5 [ +7 ] grapple); CMD 14  
  [ 16 ] (can't be tripped) 
  Feats MultiattackB, Weapon Finesse 
  Skills Escape Artist +13, Stealth +20, Swim +9 [ +11 ]; Racial 
  Modifiers +8 Stealth, +10 Escape Artist 
  SQ smite evil 
  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 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The octopus is a cunning animal capable of using complex tactics to 
  get food. 
   
  NOTES:_________________________________________________ 
  Octopus, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Small animal (aquatic) [ ( augmented) ] 
  Init +3; Senses low-light vision; Perception +1 
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +6, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Defensive Abilities ink cloud 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +5 [ +7 ] (1d3+1 [ +3 ] plus poison), tentacles +3 [ +5 ] 
  (grab) 
  Str 12 [ 16 ], Dex 17, Con 14 [ 18 ], Int 2, Wis 13, Cha 3 
  Base Atk +1; CMB +1 [ +3 ] (+5 [ +7 ] grapple); CMD 14  
  [ 16 ] (can't be tripped) 
  Feats MultiattackB, Weapon Finesse 
  Skills Escape Artist +13, Stealth +20, Swim +9 [ +11 ]; Racial 
  Modifiers +8 Stealth, +10 Escape Artist 
  SQ smite good 
  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 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The octopus is a cunning animal capable of using complex tactics to 
  get food. 
   
  NOTES:_________________________________________________ 
  Squid, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium animal (aquatic) [ ( augmented) ] 
  Init +6; Senses low-light vision; Perception +7 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 13  [ 19 ] (3d8 [ +6 ]) 
  Fort +3 [ +5 ], Ref +7, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Defensive Ability ink cloud (5-ft. radius) 
  Speed swim 60 ft., jet 240 ft. 
  Melee bite +4 [ +6 ] (1d3+2 [ +4 ]), tentacles +2 [ +4 ] (1d4+1  
  [ +3 ] plus grab) 
  Str 15 [ 19 ], Dex 15, Con 11 [ 15 ], Int 2, Wis 12, Cha 2 
  Base Atk +2; CMB +4 [ +6 ] (+8 [ +10 ] grapple); CMD 16 
  [ 18 ] 
  Feats Improved Initiative, Lightning Reflexes, MultiattackB 
  Skills Perception +7, Swim +10 [ +12 ] 
  SQ smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Squids are aggressive predators that fear little and are more than 
  willing to attack prey larger than themselves. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Squid, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium animal (aquatic) [ ( augmented) ] 
  Init +6; Senses low-light vision; Perception +7 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 13  [ 19 ] (3d8 [ +6 ]) 
  Fort +3 [ +5 ], Ref +7, Will +2 
  Resist cold 5, fire 5 
  SR 6 
  Defensive Ability ink cloud (5-ft. radius) 
  Speed swim 60 ft., jet 240 ft. 
  Melee bite +4 [ +6 ] (1d3+2 [ +4 ]), tentacles +2 [ +4 ] (1d4+1  
  [ +3 ] plus grab) 
  Str 15 [ 19 ], Dex 15, Con 11 [ 15 ], Int 2, Wis 12, Cha 2 
  Base Atk +2; CMB +4 [ +6 ] (+8 [ +10 ] grapple); CMD 16 
  [ 18 ] 
  Feats Improved Initiative, Lightning Reflexes, MultiattackB 
  Skills Perception +7, Swim +10 [ +12 ] 
  SQ smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Squids are aggressive predators that fear little and are more than 
  willing to attack prey larger than themselves. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Wolf, Celestial (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +2 [ +4 ] (1d6+1 [ +3 ] plus trip) 
  Str 13 [ 17 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] (18 [ 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 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Wandering alone or in packs, wolves sit at the top of the food chain. 
  Ferociously territorial and exceptionally wide-ranging in their hunting, 
  wolf packs cover broad areas. A wolf's wide paws contain slight 
  webbing between the toes that assists in moving over snow, and its 
  fur is a thick, water-resistant coat ranging in color from gray to brown 
  and even black in some species. Its paws contain scent glands that 
  mark the ground as it travels, assisting in navigation as well as 
  broadcasting its whereabouts to fellow pack members. Generally, a 
  wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs 
  between 45 and 150 pounds, with females being slightly smaller. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Wolf, Fiendish (Summon Monster II) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Resist cold 5, fire 5 
  SR 6 
  Speed 50 ft. 
  Melee bite +2 [ +4 ] (1d6+1 [ +3 ] plus trip) 
  Str 13 [ 17 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] (18 [ 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 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Wandering alone or in packs, wolves sit at the top of the food chain. 
  Ferociously territorial and exceptionally wide-ranging in their hunting, 
  wolf packs cover broad areas. A wolf's wide paws contain slight 
  webbing between the toes that assists in moving over snow, and its 
  fur is a thick, water-resistant coat ranging in color from gray to brown 
  and even black in some species. Its paws contain scent glands that 
  mark the ground as it travels, assisting in navigation as well as 
  broadcasting its whereabouts to fellow pack members. Generally, a 
  wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs 
  between 45 and 150 pounds, with females being slightly smaller. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Ant, Giant, Soldier, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 15; (+5 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab), sting +3 [ +5 ] 
  (1d4+2 [ +4 ] plus poison) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 13  
  [ 15 ] (21 [ 23 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 12 [ 14 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Ant, Giant, Soldier, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 15; (+5 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Resist cold 5, fire 5 
  SR 7 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab), sting +3 [ +5 ] 
  (1d4+2 [ +4 ] plus poison) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 13  
  [ 15 ] (21 [ 23 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 12 [ 14 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Ape, Gorilla, Celestial (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 30 ft., climb 30 ft. 
  Melee 2 slams +3 [ +5 ] (1d6+2 [ +4 ]) 
  Str 15 [ 19 ], Dex 15, Con 14 [ 18 ], Int 2, Wis 12, Cha 7 
  Base Atk +2; CMB +6 [ +8 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +14 [ 16 ], Perception +8 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  An adult male ape is 8 feet tall and can weigh as much as 400 pounds. 
  While generally shy and peaceful creatures when left to their own 
  business, gorillas are territorial and become highly aggressive when 
  provoked. This stat block can generally be used for any of the larger 
  types of primates, such as gorillas—for smaller apes like orangutans 
  and chimpanzees, apply the young simple template. Even smaller 
  primates should use the stats for monkeys. 
   
  Gorillas typically make a large show of force before actually attacking, 
  thumping their chests with their palms, stamping their feet, and 
  roaring loudly. Any opponents who refuse to flee after this display are 
  attacked. Troops of apes fight together in a frenzy, tearing opponents 
  to pieces with their hands and teeth. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Ape, Gorilla, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 30 ft., climb 30 ft. 
  Melee 2 slams +3 [ +5 ] (1d6+2 [ +4 ]) 
  Str 15 [ 19 ], Dex 15, Con 14 [ 18 ], Int 2, Wis 12, Cha 7 
  Base Atk +2; CMB +6 [ +8 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +14 [ 16 ], Perception +8 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  An adult male ape is 8 feet tall and can weigh as much as 400 pounds. 
  While generally shy and peaceful creatures when left to their own 
  business, gorillas are territorial and become highly aggressive when 
  provoked. This stat block can generally be used for any of the larger 
  types of primates, such as gorillas—for smaller apes like orangutans 
  and chimpanzees, apply the young simple template. Even smaller 
  primates should use the stats for monkeys. 
   
  Gorillas typically make a large show of force before actually attacking, 
  thumping their chests with their palms, stamping their feet, and 
  roaring loudly. Any opponents who refuse to flee after this display are 
  attacked. Troops of apes fight together in a frenzy, tearing opponents 
  to pieces with their hands and teeth. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Aurochs (Herd Animal), Celestial (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 40 ft. 
  Melee gore +7 [ +9 ] (1d8+9 [ +11 ]) 
  Special Attacks stampede, trample (2d6+9 [ +11 ], DC 17 [ 19 ]) 
  Str 23 [ 27 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 11, Cha 4 
  Base Atk +2; CMB +9 [ +11 ]; CMD 19 [ 21 ] (23 [ 25 ] vs. trip) 
  Feats Endurance, Skill Focus (Perception) 
  Skills Perception +9 
  SQ smite evil 
  Special Abilities 
  Stampede (Ex) A stampede occurs if three or more creatures with 
  stampede make a trample attack while remaining adjacent to each 
  other. While stampeding, the creatures can trample foes of their size 
  or smaller, and the tramples save DC increases by +2. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Aurochs (both singular and plural) are large herd animals similar to 
  domesticated cattle. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Aurochs (Herd Animal), Fiendish (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Resist cold 5, fire 5 
  SR 7 
  Speed 40 ft. 
  Melee gore +7 [ +9 ] (1d8+9 [ +11 ]) 
  Special Attacks stampede, trample (2d6+9 [ +11 ], DC 17 [ 19 ]) 
  Str 23 [ 27 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 11, Cha 4 
  Base Atk +2; CMB +9 [ +11 ]; CMD 19 [ 21 ] (23 [ 25 ] vs. trip) 
  Feats Endurance, Skill Focus (Perception) 
  Skills Perception +9 
  SQ smite good 
  Special Abilities 
  Stampede (Ex) A stampede occurs if three or more creatures with 
  stampede make a trample attack while remaining adjacent to each 
  other. While stampeding, the creatures can trample foes of their size 
  or smaller, and the tramples save DC increases by +2. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Aurochs (both singular and plural) are large herd animals similar to 
  domesticated cattle. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Boar, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +6 
  AC 14, touch 10, flat-footed 14 (+4 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +4 [ +6 ] melee (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 4 
  Base Atk +1; CMB +4 [ +7 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Perception +6 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Much more ill-tempered and dangerous than their domesticated kin, 
  boars are omnivorous creatures common to temperate forests, 
  although they are not unknown in tropical climes. Other variants exist 
  as well, such as the particularly ugly warthogs that dwell in tropical 
  plains and savannahs. 
   
  A boar is four feet long and weighs 200 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Boar, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +6 
  AC 14, touch 10, flat-footed 14 (+4 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Resist cold 5, fire 5 
  SR 7 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +4 [ +6 ] melee (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 4 
  Base Atk +1; CMB +4 [ +7 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Perception +6 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Much more ill-tempered and dangerous than their domesticated kin, 
  boars are omnivorous creatures common to temperate forests, 
  although they are not unknown in tropical climes. Other variants exist 
  as well, such as the particularly ugly warthogs that dwell in tropical 
  plains and savannahs. 
   
  A boar is four feet long and weighs 200 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Cheetah, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 50 ft.; sprint 
  Melee bite +6 [ +8 ] (1d6+3 [ +5 ] plus trip), 2 claws +6 [ +8 ] 
  (1d3+3 [ +5 ]) 
  Str 17 [ 21 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ]; CMD 19 [ 21 ] (23 [ 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 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal 
  speed (500 feet) when it makes a charge. 
   
  The cheetah is a swift and deadly predator capable of moving with 
  incredible speed, allowing it to run down unsuspecting foes hundreds 
  of feet away. The hunting cat avoids areas of dense and tangled 
  undergrowth, but has great skill at lying in wait in tall grass. 
   
  An adult cheetah is 4-1/2 feet long and weighs 140 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Cheetah, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 50 ft.; sprint 
  Melee bite +6 [ +8 ] (1d6+3 [ +5 ] plus trip), 2 claws +6 [ +8 ] 
  (1d3+3 [ +5 ]) 
  Str 17 [ 21 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ]; CMD 19 [ 21 ] (23 [ 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 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal 
  speed (500 feet) when it makes a charge. 
   
  The cheetah is a swift and deadly predator capable of moving with 
  incredible speed, allowing it to run down unsuspecting foes hundreds 
  of feet away. The hunting cat avoids areas of dense and tangled 
  undergrowth, but has great skill at lying in wait in tall grass. 
   
  An adult cheetah is 4-1/2 feet long and weighs 140 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Constrictor Snake, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., scent; Perception +12 
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +4 [ +6 ], Ref +6, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +5 [ +7 ] (1d4+4 [ +6 ] plus grab) 
  Special Attacks constrict (1d4+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 17, Con 12 [ 16 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 18  
  [ 20 ] (can't be tripped) 
  Feats Skill Focus (Perception), Toughness 
  Skills Acrobatics +15, Climb +11 [ +13 ], Perception +12, Stealth 
  +11, Swim +11 [ +13 ]; Racial Modifiers +4 Perception, +4 Stealth, 
  +8 Acrobatics 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Constrict (Ex) A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a successful 
  check, including additional damage). 
   
  Be they jungle-dwelling pythons or swamp-dwelling boas like the 
  anaconda, constrictor snakes are among the most deadly predatory 
  animals of the tropical wilds. Fortunately, these large snakes are 
  relatively passive, save for when they are preparing to shed their skins 
  or are particularly hungry. Nevertheless, the sinuous creatures are 
  held in fear by many societies who often ascribe fiendish qualities to 
  them. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Constrictor Snake, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., scent; Perception +12 
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +4 [ +6 ], Ref +6, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +5 [ +7 ] (1d4+4 [ +6 ] plus grab) 
  Special Attacks constrict (1d4+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 17, Con 12 [ 16 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 18  
  [ 20 ] (can't be tripped) 
  Feats Skill Focus (Perception), Toughness 
  Skills Acrobatics +15, Climb +11 [ +13 ], Perception +12, Stealth 
  +11, Swim +11 [ +13 ]; Racial Modifiers +4 Perception, +4 Stealth, 
  +8 Acrobatics 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Constrict (Ex) A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a successful 
  check, including additional damage). 
   
  Be they jungle-dwelling pythons or swamp-dwelling boas like the 
  anaconda, constrictor snakes are among the most deadly predatory 
  animals of the tropical wilds. Fortunately, these large snakes are 
  relatively passive, save for when they are preparing to shed their skins 
  or are particularly hungry. Nevertheless, the sinuous creatures are 
  held in fear by many societies who often ascribe fiendish qualities to 
  them. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Crocodile, Celestial (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +4, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab) and tail slap +0 [ +2 ] 
  (1d12+2 [ +4 ]) 
  Special Attacks death roll (1d8+6 plus trip) 
  Str 19 [ 23 ], Dex 12, Con 17 [ 21 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +7 [ +9 ] (+11 [ +13 ] grapple); CMD 18  
  [ 20 ] (22 [  24 ] vs. trip) 
  Feats Skill Focus (Perception, Stealth) 
  Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [ +14 ]; 
  Racial Modifiers +8 on Stealth in water 
  SQ hold breath, smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Sprint (Ex) Once per minute a crocodile may sprint, increasing its land 
  speed to 40 feet for 1 round. 
   
  The typical crocodile is 14 feet long and weighs 1,400 pounds. 
   
  NOTES:_________________________________________________ 
  
  Crocodile, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +4, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab) and tail slap +0 [ +2 ] 
  (1d12+2 [ +4 ]) 
  Special Attacks death roll (1d8+6 plus trip) 
  Str 19 [ 23 ], Dex 12, Con 17 [ 21 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +7 [ +9 ] (+11 [ +13 ] grapple); CMD 18  
  [ 20 ] (22 [  24 ] vs. trip) 
  Feats Skill Focus (Perception, Stealth) 
  Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [ +14 ]; 
  Racial Modifiers +8 on Stealth in water 
  SQ hold breath, smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Sprint (Ex) Once per minute a crocodile may sprint, increasing its land 
  speed to 40 feet for 1 round. 
   
  The typical crocodile is 14 feet long and weighs 1,400 pounds. 
   
  NOTES:_________________________________________________ 
  Dire Bat, Celestial (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., blindsense 40 ft.; Perception +12 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +5 [ +7 ], Ref +6, Will +3 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 20 ft., fly 40 ft. (good) 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 14, Cha 6 
  Base Atk +3; CMB +7 [ +9 ]; CMD 19 [ 21 ] 
  Feats Alertness, Stealthy 
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +4 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The dire bat is usually found lairing in desolate areas, resting in caves 
  or other secluded areas during the day and taking to the skies in 
  search of prey at night. This immense creature has an average 
  wingspan of 15 feet and weighs roughly 200 pounds. 
   
  The dire bat generally doesn't shelter in groups larger than eight, often 
  living a solitary life. A dire bat prefers feeding on livestock and herd 
  animals. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Dire Bat, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., blindsense 40 ft.; Perception +12 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +5 [ +7 ], Ref +6, Will +3 
  Resist cold 5, fire 5 
  SR 7 
  Speed 20 ft., fly 40 ft. (good) 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 14, Cha 6 
  Base Atk +3; CMB +7 [ +9 ]; CMD 19 [ 21 ] 
  Feats Alertness, Stealthy 
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +4 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The dire bat is usually found lairing in desolate areas, resting in caves 
  or other secluded areas during the day and taking to the skies in 
  search of prey at night. This immense creature has an average 
  wingspan of 15 feet and weighs roughly 200 pounds. 
   
  The dire bat generally doesn't shelter in groups larger than eight, often 
  living a solitary life. A dire bat prefers feeding on livestock and herd 
  animals. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Dretch (Demon) (Summon Monster III) 
  CE Small outsider (chaotic, demon, evil, extraplanar) 
  Init +0; Senses darkvision 60 ft.; Perception +5 
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) 
  hp 18 [ 22 ] (2d10+7 [ +11 ]) 
  Fort +5 [ +7 ], Ref +0, Will +3 
  DR 5/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10 
  Speed 20 ft. 
  Melee 2 claws +4 [ +6 ] (1d4+1 [ +3 ]), bite +4 [ +6 ]  
  (1d4+1 [ +3 ]) 
  Spell-Like Abilities (CL 2nd) 
       1/day—cause fear (DC 11), stinking cloud (DC 13) 
  Str 12 [ 16 ], Dex 10, Con 14 [ 18 ], Int 5, Wis 11, Cha 11 
  Base Atk +2; CMB +2 [ +4 ]; CMD 12 [ 14 ] 
  Feats Toughness 
  Skills Escape Artist +5, Perception +5, Stealth +9 
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  Abyssal-speaking targets) 
   
  The dretch is a favorite target for dabblers in Abyssal summonings to 
  call forth. Relatively weak and easy to bully, dretches can often be 
  pressured into long periods of servitude with only vague promises of 
  the opportunity to vent their frustrations and anger on softer foes. Yet 
  the prospective dretch-summoner would do well to remember that 
  these demons are as craven and untrustworthy as they come. A dretch 
  faced with a more powerful foe is only too eager to trade what it 
  knows for its pitiful excuse for a life. 
   
  A dretch stands 4 feet tall and weighs 180 pounds.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Electric Eel, Celestial (Summon Monster III) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +4 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) 
  hp 17 [ 21 ] (2d8+8 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +0 
  Resist acid 5, cold 5, electricity 10 
  SR 7 
  Speed 5 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+1 [ +3 ]) and tail –2 touch (1d6 
  electricity) 
  Str 13 [ 17 ], Dex 14, Con 19 [ 23 ], Int 1, Wis 10, Cha 6 
  Base Atk +1; CMB +1 [ +3 ]; CMD 13 [ 15 ] (can't be tripped) 
  Feats Improved Initiative 
  Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9  
  [ +11 ]; Racial Modifiers +8 Escape Artist 
  SQ smite evil 
  Special Abilities 
  Electricity (Ex) An electric eel can produce a powerful jolt of 
  electricity from its tail, delivering the jolt with a successful touch 
  attack. On a critical hit, the creature struck must make a DC 15 [ 17 ] 
  Fortitude save or be stunned for 1d4 rounds. The save DC is 
  Constitution-based. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The electric eel is a curious fish that breathes air instead of water, yet 
  certainly its most unusual characteristic is its ability to generate 
  powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 
  pounds.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Electric Eel, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Small animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +4 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) 
  hp 17 [ 21 ] (2d8+8 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +0 
  Resist cold 5, electricity 10, fire 5 
  SR 7 
  Speed 5 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+1 [ +3 ]) and tail –2 touch (1d6 
  electricity) 
  Str 13 [ 17 ], Dex 14, Con 19 [ 23 ], Int 1, Wis 10, Cha 6 
  Base Atk +1; CMB +1 [ +3 ]; CMD 13 [ 15 ] (can't be tripped) 
  Feats Improved Initiative 
  Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9  
  [ +11 ]; Racial Modifiers +8 Escape Artist 
  SQ smite good 
  Special Abilities 
  Electricity (Ex) An electric eel can produce a powerful jolt of 
  electricity from its tail, delivering the jolt with a successful touch 
  attack. On a critical hit, the creature struck must make a DC 15 [ 17 ]  
  Fortitude save or be stunned for 1d4 rounds. The save DC is 
  Constitution-based. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The electric eel is a curious fish that breathes air instead of water, yet 
  certainly its most unusual characteristic is its ability to generate 
  powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 
  pounds.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Lizard, Giant Monitor, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 30 ft., swim 30 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab and poison) 
  Str 17 [ 21 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 17  
  [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Climb +7 [ +9 ], Perception +8, Stealth +10 (+14 in 
  undergrowth), Swim +11 [ +13 ]; Racial Modifiers +4 Stealth (+8 in 
  undergrowth) 
  SQ smite evil 
  Special Abilities 
  Poison (Su) Bite—injury; save Fort DC 14 [ 16 ]; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 
  save. The save DC is Constitution-based. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Monitor lizards are large enough to pose a threat to humans, and in 
  some societies are often mistaken for dragons. Some can reach 
  lengths of 10 feet or more and weights of 350 pounds.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Lizard, Giant Monitor, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 30 ft., swim 30 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab and poison) 
  Str 17 [ 21 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 17  
  [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Climb +7 [ +9 ], Perception +8, Stealth +10 (+14 in 
  undergrowth), Swim +11 [ +13 ]; Racial Modifiers +4 Stealth (+8 in 
  undergrowth) 
  SQ smite good 
  Special Abilities 
  Poison (Su) Bite—injury; save Fort DC 14 [ 16 ]; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 
  save. The save DC is Constitution-based. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Monitor lizards are large enough to pose a threat to humans, and in 
  some societies are often mistaken for dragons. Some can reach 
  lengths of 10 feet or more and weights of 350 pounds.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Lantern Archon (Summon Monster III) 
  LG Small outsider (archon, extraplanar, good, lawful) 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +4 
  Aura aura of menace (DC 12) 
  AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. 
  evil) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil 
  DR 10/evil; Immune electricity, petrification 
  Speed fly 60 ft. (perfect) 
  Ranged 2 light rays +3 ranged touch (1d6) 
  Spell-Like Abilities (CL 3rd): 
       At Will—aid, continual flame, detect evil, greater teleport (self plus      
       50 lbs. of objects only) 
  Str 1 [ 5 ], Dex 11, Con 12 [ 16 ], Int 6, Wis 11, Cha 10 
  Base Atk +2; CMB –4 [ -2 ]; CMD 6 [ 8 ] 
  Feats Improved Initiative 
  Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, 
  Sense Motive +5 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ gestalt 
  Special Abilities 
  Gestalt (Su) 9 lantern archons can fuse together as a full-round 
  action.  The gestalt has all the powers and abilities of a Large air 
  elemental plus: archon, good, and lawful subtypes; aura of menace DC 
  16; 2 light rays (2d6); DR 5/evil and magic. Can remain in this form 
  2d4 rounds.  
   
  Light Ray (Ex) Fire beams of light to damage foes. Maximum range of 
  30 feet. This attack overcomes damage reduction of any type. 
   
  A lantern archon always glows, usually as bright as a torch. They have 
  total control over the color of light they shed. As a swift action, a 
  lantern archon can dampen its light to that of a candle for 1 round. 
  Only death can extinguish this light.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Leopard, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 30 ft., climb 20 ft. 
  Melee bite +6 [ +8 ] (1d6+3 [ +5 ] plus grab), 2 claws +6 [ +8 ] 
  (1d3+3 [ +5 ]) 
  Special Attacks pounce, rake (2 claws +6 [ +8 ], 1d3+3 [ +5 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 19  
  [ 21 ] (23 [ 25 ] vs. trip) 
  Feats Skill Focus (Stealth), Weapon Finesse 
  Skills Acrobatics +8, Climb +11 [ +13 ], Perception +5, Stealth +11 
  (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Leopards are 4 feet long and weigh 120 pounds. The statistics 
  presented here can describe any feline of similar size, such as jaguars, 
  panthers, and mountain lions—what differentiates these big cats from 
  the similarly sized cheetah is primarily their habitats—leopards and 
  their kin prefer to hunt at night and ambush their prey from above, 
  pouncing down from trees or high rocks.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Leopard, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 30 ft., climb 20 ft. 
  Melee bite +6 [ +8 ] (1d6+3 [ +5 ] plus grab), 2 claws +6 [ +8 ] 
  (1d3+3 [ +5 ]) 
  Special Attacks pounce, rake (2 claws +6 [ +8 ], 1d3+3 [ +5 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 19  
  [ 21 ] (23 [ 25 ] vs. trip) 
  Feats Skill Focus (Stealth), Weapon Finesse 
  Skills Acrobatics +8, Climb +11 [ +13 ], Perception +5, Stealth +11 
  (+15 in undergrowth); Racial Modifiers +4 on Stealth in undergrowth 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Leopards are 4 feet long and weigh 120 pounds. The statistics 
  presented here can describe any feline of similar size, such as jaguars, 
  panthers, and mountain lions—what differentiates these big cats from 
  the similarly sized cheetah is primarily their habitats—leopards and 
  their kin prefer to hunt at night and ambush their prey from above, 
  pouncing down from trees or high rocks.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Shark, Celestial (Summon Monster III) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ] 
  Init +5; Senses blindsense 30 ft., darkvision 60 ft., keen scent; 
  Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed swim 60 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 12, Con 13 [ 17 ], Int 1, Wis 12, Cha 2 
  Base Atk +3; CMB +7 [ +9 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Improved Initiative 
  Skills Perception +8, Swim +11 [ +13 ] 
  SQ smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +4 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The shark is a relentless eating machine, a creature evolved over the 
  course of eons to do one job perfectly—hunting. Sharks have achieved 
  a special place in the lore of most seafaring races, who view them as 
  devils, monsters, and the wrath of the gods. 
   
  The shark presented here is a 10-foot-long, 300-pound blue shark.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Shark, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ] 
  Init +5; Senses blindsense 30 ft., darkvision 60 ft., keen scent; 
  Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed swim 60 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 12, Con 13 [ 17 ], Int 1, Wis 12, Cha 2 
  Base Atk +3; CMB +7 [ +9 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Improved Initiative 
  Skills Perception +8, Swim +11 [ +13 ] 
  SQ smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +4 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The shark is a relentless eating machine, a creature evolved over the 
  course of eons to do one job perfectly—hunting. Sharks have achieved 
  a special place in the lore of most seafaring races, who view them as 
  devils, monsters, and the wrath of the gods. 
   
  The shark presented here is a 10-foot-long, 300-pound blue shark.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Wolverine, Celestial (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +10 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +5 [ +7 ], Ref +5, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Speed 30 ft., burrow 10 ft., climb 10 ft. 
  Melee 2 claws +4 [ +6 ] (1d6+2 [ +4 ]), bite +4 [ +6 ] (1d4+2  
  [ +4 ]) 
  Special Attacks rage 
  Str 15 [ 19 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 10 
  Base Atk +2; CMB +4 [ +6 ]; CMD 16 [ 18 ] (20 [ 22 ] vs. trip) 
  Feats Skill Focus (Perception), Toughness 
  Skills Climb +10 [ +12 ], Perception +10 
  SQ smite evil 
  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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +3 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Wolverines are territorial, especially when it comes to food, and have 
  been known to defend their kills against much larger predators, such 
  as black bears. They are fearsome opponents, launching into a frenzy 
  when wounded. They tend to give off a very strong, unpleasant musk 
  smell when angry. 
   
  Armed with powerful jaws, strong legs, and a thick hide, wolverines 
  are remarkably strong for their size. They are reckless in battle and 
  throw themselves at their foes, clawing and biting furiously.   
   
  NOTES:_________________________________________________ 
  Wolverine, Fiendish (Summon Monster III) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +10 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +5 [ +7 ], Ref +5, Will +2 
  Resist cold 5, fire 5 
  SR 7 
  Speed 30 ft., burrow 10 ft., climb 10 ft. 
  Melee 2 claws +4 [ +6 ] (1d6+2 [ +4 ]), bite +4 [ +6 ] (1d4+2  
  [ +4 ]) 
  Special Attacks rage 
  Str 15 [ 19 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 10 
  Base Atk +2; CMB +4 [ +6 ]; CMD 16 [ 18 ] (20 [ 22 ] vs. trip) 
  Feats Skill Focus (Perception), Toughness 
  Skills Climb +10 [ +12 ], Perception +10 
  SQ smite good 
  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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +3 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Wolverines are territorial, especially when it comes to food, and have 
  been known to defend their kills against much larger predators, such 
  as black bears. They are fearsome opponents, launching into a frenzy 
  when wounded. They tend to give off a very strong, unpleasant musk 
  smell when angry. 
   
  Armed with powerful jaws, strong legs, and a thick hide, wolverines 
  are remarkably strong for their size. They are reckless in battle and 
  throw themselves at their foes, clawing and biting furiously.   
   
  NOTES:_________________________________________________ 
  Ant, Giant, Drone, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +7 
  AC 19, touch 12, flat-footed 17; (+2 Dex, +7 natural) 
  hp 22 [ 26 ] (2d8+13 [ +17 ]) 
  Fort +8 [ +10 ], Ref +2, Will +3 
  Resist acid 5, cold 5, electricity 5 
  SR 7 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft., fly 30 ft. (average) 
  Melee bite +5 [ +7 ] (1d6+4 [ +6 ] plus grab), sting +5 [ +7 ] 
  (1d4+4 [ +6 ] plus poison) 
  Str 18 [ 22 ], Dex 14, Con 21 [ 25 ], Int —, Wis 17, Cha 15 
  Base Atk +1; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 15  
  [ 17 ] (23 [ 25 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +12 [ +14 ], Perception +7, Survival +7; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +2 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Ant, Giant, Drone, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Medium vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +7 
  AC 19, touch 12, flat-footed 17; (+2 Dex, +7 natural) 
  hp 22 [ 26 ] (2d8+13 [ +17 ]) 
  Fort +8 [ +10 ], Ref +2, Will +3 
  Resist cold 5, fire 5 
  SR 7 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft., fly 30 ft. (average) 
  Melee bite +5 [ +7 ] (1d6+4 [ +6 ] plus grab), sting +5 [ +7 ] 
  (1d4+4 [ +6 ] plus poison) 
  Str 18 [ 22 ], Dex 14, Con 21 [ 25 ], Int —, Wis 17, Cha 15 
  Base Atk +1; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 15  
  [ 17 ] (23 [ 25 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +12 [ +14 ], Perception +7, Survival +7; Racial Modifiers 
  +4 Perception, +4 Survival 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +2 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Bison, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +4, Will +1 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 10 
  Speed 40 ft. 
  Melee gore +10 [ +12 ] (2d6+12 [ +14 ]) 
  Special Attacks stampede, trample (2d6+12 [ +14 ], DC 20 [ 22 ]) 
  Str 27 [ 31 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 11, Cha 4 
  Base Atk +3; CMB +12 [ +14 ]; CMD 22 [ 24 ] (26 [ 28 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Power Attack 
  Skills Perception +8 
  SQ smite evil 
  Special Abilities 
  Stampede (Ex) A stampede occurs if three or more creatures with 
  stampede make a trample attack while remaining adjacent to each 
  other. While stampeding, the creatures can trample foes of their size 
  or smaller, and the tramples save DC increases by +2. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Bison are large herd animals. They can grow as long as 12 feet and as 
  tall as 7 feet at the shoulder. Average bison weigh 2,200 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Bison, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +4, Will +1 
  DR 5/evil 
  Resist cold 10, fire 10 
  SR 10 
  Speed 40 ft. 
  Melee gore +10 [ +12 ] (2d6+12 [ +14 ]) 
  Special Attacks stampede, trample (2d6+12 [ +14 ], DC 20 [ 22 ]) 
  Str 27 [ 31 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 11, Cha 4 
  Base Atk +3; CMB +12 [ +14 ]; CMD 22 [ 24 ] (26 [ 28 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Power Attack 
  Skills Perception +8 
  SQ smite good 
  Special Abilities 
  Stampede (Ex) A stampede occurs if three or more creatures with 
  stampede make a trample attack while remaining adjacent to each 
  other. While stampeding, the creatures can trample foes of their size 
  or smaller, and the tramples save DC increases by +2. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Bison are large herd animals. They can grow as long as 12 feet and as 
  tall as 7 feet at the shoulder. Average bison weigh 2,200 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Deinonychus, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +6, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 8 
  Speed 60 ft. 
  Melee 2 talons +5 [ +7 ] (1d8+2 [ +4 ]), bite +5 [ +7 ] (1d6+2  
  [ +4 ]), foreclaws +0 [ +2 ] (1d4+1 [ +3 ]) 
  Special Attacks pounce 
  Str 15 [ 19 ], Dex 15, Con 19 [ 23 ], Int 2, Wis 12, Cha 14 
  Base Atk +3; CMB +5 [ +7 ]; CMD 17 [ 19 ] 
  Feats Improved Initiative, Run 
  Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth 
  SQ smite evil 
  Special Abilities 
  Pounce (Ex) When a creature with this special attack makes a charge, 
  it can make a full attack (including rake attacks if the creature also has 
  the rake ability). 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +2 to attack, 
  +4 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  As swift and agile as it is deadly, the deinonychus is a pack hunter, 
  running with several of its kind to take down prey and rip it apart with 
  their gutting talons. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  
  Deinonychus, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Medium animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +6, Will +2 
  Resist cold 5, fire 5 
  SR 8 
  Speed 60 ft. 
  Melee 2 talons +5 [ +7 ] (1d8+2 [ +4 ]), bite +5 [ +7 ] (1d6+2  
  [ +4 ]), foreclaws +0 [ +2 ] (1d4+1 [ +3 ]) 
  Special Attacks pounce 
  Str 15 [ 19 ], Dex 15, Con 19 [ 23 ], Int 2, Wis 12, Cha 14 
  Base Atk +3; CMB +5 [ +7 ]; CMD 17 [ 19 ] 
  Feats Improved Initiative, Run 
  Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth 
  SQ smite good 
  Special Abilities 
  Pounce (Ex) When a creature with this special attack makes a charge, 
  it can make a full attack (including rake attacks if the creature also has 
  the rake ability). 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +2 to 
  attack, +4 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  As swift and agile as it is deadly, the deinonychus is a pack hunter, 
  running with several of its kind to take down prey and rip it apart with 
  their gutting talons. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Dire Ape, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size) 
  hp 30 [ 38 ] (4d8+12 [ +20 ]) 
  Fort +7, Ref +6, Will +4 
  Resist acid 5, cold 5, electricity 5 
  SR 8 
  Speed 30 ft., climb 30 ft. 
  Melee bite +6 [ +8 ] (1d6+4 [ +6 ]), 2 claws +6 [ +8 ] (1d4+4  
  [ +6 ]) 
  Special Attacks rend (2 claws, 1d4+6 [ +8 ]) 
  Str 19 [ 23 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 12, Cha 7 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] 
  Feats Iron Will, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +16 [ +18 ], Perception +8, Stealth +2 
  SQ smite evil 
  Special Abilities 
  Rend (Ex) If it hits with two or more natural attacks in 1 round, a dire 
  ape can cause tremendous damage by latching onto the opponent's 
  body and tearing flesh. This attack deals an additional 1d4+6 [ +8 ] 
  damage once per round.  
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +4 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The dire ape is a much more dangerous and bestial creature than the 
  relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and 
  weighs 1,200 pounds.  A dire ape makes no displays of toughness or 
  warnings before it attacks—it simply leaps into action with little or no 
  provocation, tearing at its opponents with claws and teeth. If a dire 
  ape is stymied by a heavily armored foe, it attempts to grapple its foe, 
  pin it to the ground, and rend it. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Dire Ape, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +8 
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size) 
  hp 30 [ 38 ] (4d8+12 [ +20 ]) 
  Fort +7, Ref +6, Will +4 
  Resist cold 5, fire 5 
  SR 8 
  Speed 30 ft., climb 30 ft. 
  Melee bite +6 [ +8 ] (1d6+4 [ +6 ]), 2 claws +6 [ +8 ] (1d4+4  
  [ +6 ]) 
  Special Attacks rend (2 claws, 1d4+6 [ +8 ]) 
  Str 19 [ 23 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 12, Cha 7 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] 
  Feats Iron Will, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +16 [ +18 ], Perception +8, Stealth +2 
  SQ smite good 
  Special Abilities 
  Rend (Ex) If it hits with two or more natural attacks in 1 round, a dire 
  ape can cause tremendous damage by latching onto the opponent's 
  body and tearing flesh. This attack deals an additional 1d4+6 [ +8 ] 
  damage once per round.  
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +4 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The dire ape is a much more dangerous and bestial creature than the 
  relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and 
  weighs 1,200 pounds.  A dire ape makes no displays of toughness or 
  warnings before it attacks—it simply leaps into action with little or no 
  provocation, tearing at its opponents with claws and teeth. If a dire 
  ape is stymied by a heavily armored foe, it attempts to grapple its foe, 
  pin it to the ground, and rend it. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Dire Boar, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +4; Senses darkvision, low-light vision, scent; Perception +12 
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +7 [ +9 ], Ref +4, Will +2 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 10 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] melee (2d6+9 [ +11 ]) 
  Str 23 [ 27 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] 
  Feats Improved Initiative, Skill Focus (Perception), Toughness 
  Skills Perception +12 
  SQ smite evil 
  Special Abilities 
  Ferocity (Ex) A creature with ferocity remains conscious and can 
  continue fighting even if its hit point total is below 0. The creature is 
  still staggered and looses 1 hit point each round. A creature with 
  ferocity still dies when its hit point total reaches a negative amount 
  equal to its Constitution score. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Whereas the boar is ill-tempered and generally unfriendly, the 
  towering daeodon (known as the dire boar to most commoners and 
  hunters) is legitimately hateful and violent. Although omnivorous like 
  its smaller kin, the daeodon prefers to feed on flesh, and its razor-
  sharp tusks and keen eyesight make it particularly well suited as a 
  predator. A typical adult daeodon is 10 feet long and 7 feet tall at the 
  shoulder. It weighs approximately 2,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  
  Dire Boar, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +4; Senses darkvision, low-light vision, scent; Perception +12 
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +7 [ +9 ], Ref +4, Will +2 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 10 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] melee (2d6+9 [ +11 ]) 
  Str 23 [ 27 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] 
  Feats Improved Initiative, Skill Focus (Perception), Toughness 
  Skills Perception +12 
  SQ smite good 
  Special Abilities 
  Ferocity (Ex) A creature with ferocity remains conscious and can 
  continue fighting even if its hit point total is below 0. The creature is 
  still staggered and looses 1 hit point each round. A creature with 
  ferocity still dies when its hit point total reaches a negative amount 
  equal to its Constitution score. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Whereas the boar is ill-tempered and generally unfriendly, the 
  towering daeodon (known as the dire boar to most commoners and 
  hunters) is legitimately hateful and violent. Although omnivorous like 
  its smaller kin, the daeodon prefers to feed on flesh, and its razor-
  sharp tusks and keen eyesight make it particularly well suited as a 
  predator. A typical adult daeodon is 10 feet long and 7 feet tall at the 
  shoulder. It weighs approximately 2,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Dire Wolf, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision, low-light vision, scent; Perception +10 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +6, Will +2 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 9 
  Speed 50 ft. 
  Melee bite +7 [ +9 ] (1d8+6 [ +8 ] plus trip) 
  Str 19 [ 23 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] (24 [ 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 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Trip (Ex) A creature with the trip special attack can attempt to trip its 
  opponent as a free action without provoking an attack of opportunity if 
  it hits with the specified attack. If the attempt fails, the creature is not 
  tripped in return. 
   
  An enormous version of a normal wolf, dire wolves represent the wolf 
  in its most primal form. These creatures follow the same basic 
  behaviors of regular wolves, but are much more aggressive. Darker 
  than normal wolves, dire wolves' coats tend toward blacks and deep 
  mottled grays. An adult dire wolf is typically about 9 feet long and 
  weighs roughly 800 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Dire Wolf, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +2; Senses darkvision, low-light vision, scent; Perception +10 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +6, Will +2 
  DR 5/good 
  Resist acid 10, cold 10, electricity 10 
  SR 9 
  Speed 50 ft. 
  Melee bite +7 [ +9 ] (1d8+6 [ +8 ] plus trip) 
  Str 19 [ 23 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] (24 [ 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 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Trip (Ex) A creature with the trip special attack can attempt to trip its 
  opponent as a free action without provoking an attack of opportunity if 
  it hits with the specified attack. If the attempt fails, the creature is not 
  tripped in return. 
   
  An enormous version of a normal wolf, dire wolves represent the wolf 
  in its most primal form. These creatures follow the same basic 
  behaviors of regular wolves, but are much more aggressive. Darker 
  than normal wolves, dire wolves' coats tend toward blacks and deep 
  mottled grays. An adult dire wolf is typically about 9 feet long and 
  weighs roughly 800 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Elemental, Air, Medium (Summon Monster IV) 
  N Medium outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +9; Senses darkvision 60 ft.; Perception +7 
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +9, Will +1 
  Defensive Abilities air mastery 
  Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee slam +9 (1d6+3 [ +5 ]) 
  Special Attacks whirlwind (3/day, 10–30 ft. high, 1d6+3 [ +5 ] 
  damage, DC 14) 
  Str 14 [ 18 ], Dex 21, Con 14 [ 18 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +6; CMD 22 [ 24 ] 
  Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) 
  +1, Perception +7, Stealth +10 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  
  Elemental, Earth, Medium (Summon Monster IV) 
  N Medium outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7 
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) 
  hp 34 [ 42 ] (4d10+12 [ +20 ]) 
  Fort +7 [ +9 ], Ref +0, Will +4 
  Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +9 [ +11 ] (1d8+7 [ +9 ]) 
  Special Attacks earth mastery 
  Str 20 [ 24 ], Dex 8, Con 17 [ 21 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +9 [ +11 ]; CMD 18 [ 20 ] 
  Feats Cleave, Improved Bull RushB, Power Attack 
  Skills Appraise +1, Climb +10 [ +12 ], Knowledge (dungeoneering) 
  +2, Knowledge (planes) +2, Perception +7, Stealth +3 
  Special Abilities 
  Earth Glide (Ex) A burrowing earth elemental can pass through stone, 
  dirt, or almost any other sort of earth except metal. If protected 
  against fire damage, it can even glide through lava. 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. 
    
  A Medium earth elemental is about 8 feet tall and weighs about 750 
  lbs.  An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals 
  look like terrestrial animals made out of rock, earth, or even crystal, 
  with glowing gemstones for eyes. Bits of vegetation frequently grow in 
  the soil that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Elemental, Fire, Medium (Summon Monster IV) 
  N Medium outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft.; Perception +7 
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +7, Will +1 
  Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee slam +7 (1d6+1 [ +3 ] plus burn) 
  Special Attacks burn (1d4, DC 14 [ 16 ]) 
  Str 12 [ 16 ], Dex 17, Con 14 [ 18 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +5; CMD 18 [ 20 ] 
  Feats Dodge, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +8, Climb +5 [ +7 ], Escape Artist +8, Intimidate 
  +5, Knowledge (planes) +1, Perception +7 
  Special Abilities 
  Burn (Ex) DC 14 [ 16 ] Reflex save or catch fire, taking 1d4 damage 
  for an additional 1d4 rounds at the start of turn. Burning creature can 
  attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire damage 
  as though hit by the elemental and must make a Reflex save to avoid 
  catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Elemental, Water, Medium (Summon Monster IV) 
  N Medium outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +5 
  AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee slam +7 [ +9 ] (1d8+4 [ +6 ]) 
  Special Attacks drench, vortex (DC 15), water mastery 
  Str 16 [ 20 ], Dex 12, Con 15 [ 19 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +7 [ +9 ]; CMD 18 [ 20 ] 
  Feats Cleave, Power Attack 
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +16 [ +18 ] 
  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 (CL 4th). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Giant Scorpion, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +1, Will +1 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 9 
  Immune mind-affecting effects 
  Speed 50 ft. 
  Melee 2 claws +6 [ +8 ] (1d6+4 [ +6 ] plus grab), sting +6 [ +8 ] 
  (1d6+4 [ +6 ] plus poison) 
  Special Attacks constrict (1d6+4) 
  Str 19 [ 23 ], Dex 10, Con 16 [ 20 ], Int —, Wis 10, Cha 2 
  Base Atk +3; CMB +8 [ +10 ] (+12 [ +14 ] grapple); CMD 18 [ 20 ] 
  (30 [ 32 ] vs. trip) 
  Skills Climb +8 [ +10 ], Perception +4, Stealth +0; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 17 [ 19 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Constrict (Ex) A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a successful 
  check, including additional damage).  
   
  Giant scorpions are just over 8 feet long from head to the base of the 
  tail; the tail adds an additional 8 feet or so, although it is usually 
  curled up over the scorpion's back. Giant scorpions weigh between 
  2,000 and 6,000 pounds.  
   
  NOTES:_________________________________________________ 
  
  Giant Scorpion, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large vermin [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +1, Will +1 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 9 
  Immune mind-affecting effects 
  Speed 50 ft. 
  Melee 2 claws +6 [ +8 ] (1d6+4 [ +6 ] plus grab), sting +6 [ +8 ] 
  (1d6+4 [ +6 ] plus poison) 
  Special Attacks constrict (1d6+4) 
  Str 19 [ 23 ], Dex 10, Con 16 [ 20 ], Int —, Wis 10, Cha 2 
  Base Atk +3; CMB +8 [ +10 ] (+12 [ +14 ] grapple); CMD 18 [ 20 ] 
  (30 [ 32 ] vs. trip) 
  Skills Climb +8 [ +10 ], Perception +4, Stealth +0; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 17 [ 19 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitution-based and includes a +2 racial bonus. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Constrict (Ex) A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a successful 
  grapple check (in addition to any other effects caused by a successful 
  check, including additional damage).  
   
  Giant scorpions are just over 8 feet long from head to the base of the 
  tail; the tail adds an additional 8 feet or so, although it is usually 
  curled up over the scorpion's back. Giant scorpions weigh between 
  2,000 and 6,000 pounds.  
   
  NOTES:_________________________________________________ 
  Giant Wasp, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large vermin [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +9 
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +2, Will +2 
  Resist acid 5, cold 5, electricity 5 
  SR 8 
  Immune mind-affecting effects 
  Speed 20 ft., fly 60 ft. (good) 
  Melee sting +6 [ +8 ] (1d8+6 [ +8 ] plus poison) 
  Str 18 [ 22 ], Dex 12, Con 18 [ 22 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +8 [ +10 ]; CMD 19 [ 21 ] 
  Skills Fly +3, Perception +9; Racial Modifiers +8 Perception 
  SQ smite evil 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 18 [ 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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +4 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Giant wasps attack when hungry or threatened, stinging their prey to 
  death. Even when part of a nest, giant wasps tend toward solitary 
  hunting, and it's rare to see more than one at a time. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Giant Wasp, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large vermin [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +9 
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +2, Will +2 
  Resist cold 5, fire 5 
  SR 8 
  Immune mind-affecting effects 
  Speed 20 ft., fly 60 ft. (good) 
  Melee sting +6 [ +8 ] (1d8+6 [ +8 ] plus poison) 
  Str 18 [ 22 ], Dex 12, Con 18 [ 22 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +8 [ +10 ]; CMD 19 [ 21 ] 
  Skills Fly +3, Perception +9; Racial Modifiers +8 Perception 
  SQ smite good 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 18 [ 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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +4 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  Giant wasps attack when hungry or threatened, stinging their prey to 
  death. Even when part of a nest, giant wasps tend toward solitary 
  hunting, and it's rare to see more than one at a time. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Grizzly Bear, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +6 
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 10 
  Speed 40 ft. 
  Melee 2 claws +7 [ +9 ] (1d6+5 [ +7 ] plus grab), bite +7 [ +9 ] 
  (1d6+5 [ +7 ]) 
  Str 21 [ 25 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ]  (+13 [ +15 ] grapple); CMD 20 [ 22 ] 
  (24 [ 26 ] vs. trip) 
  Feats Endurance, Run, Skill Focus (Survival) 
  Skills Perception +6, Survival +5, Swim +14 [ +16 ]; Racial Modifiers 
  +4 Swim 
  SQ grab, smite evil 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated.  
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  When faced with a foe or small group of threats, the grizzly attempts 
  to subdue or kill with its claws. When it can, the bear tries to grab a 
  single target to deal continual damage until that target is dead, 
  unconscious, or escapes. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  
  Grizzly Bear, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +6 
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 10 
  Speed 40 ft. 
  Melee 2 claws +7 [ +9 ] (1d6+5 [ +7 ] plus grab), bite +7 [ +9 ] 
  (1d6+5 [ +7 ]) 
  Str 21 [ 25 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ]  (+13 [ +15 ] grapple); CMD 20 [ 22 ] 
  (24 [ 26 ] vs. trip) 
  Feats Endurance, Run, Skill Focus (Survival) 
  Skills Perception +6, Survival +5, Swim +14 [ +16 ]; Racial Modifiers 
  +4 Swim 
  SQ grab, smite good 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated.  
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  When faced with a foe or small group of threats, the grizzly attempts 
  to subdue or kill with its claws. When it can, the bear tries to grab a 
  single target to deal continual damage until that target is dead, 
  unconscious, or escapes. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Hell Hound (Summon Monster IV) 
  LE Medium outsider (evil, extraplanar, fire, lawful) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., scent; Perception +7 
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Immune fire 
  Weaknesses vulnerability to cold 
  Speed 40 ft. 
  Melee bite +5 [ +7 ] (1d8+1 [ +3 ] plus 1d6 fire) 
  Special Attacks breath weapon (10-ft. cone, once every 2d4 rounds, 
  2d6 fire damage, Reflex DC 14 [ 16 ] for half) 
  Str 13 [ 17 ], Dex 13, Con 15 [ 19 ], Int 6, Wis 10, Cha 6 
  Base Atk +4; CMB +5 [ +7 ]; CMD 16 [ 18 ] (20 [ 22 ] vs. trip) 
  Feats Improved Initiative, Run 
  Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; Racial 
  Modifiers +5 Stealth 
  Languages Infernal (cannot speak) 
   
  A typical hell hound stands 4–5 feet tall at the shoulder and weighs 
  120 pounds. Efficient hunters, a favorite pack tactic is to surround 
  prey quietly, then attack with one or two hounds, driving prey toward 
  the rest of the pack with their fiery breath. If the prey doesn't run, the 
  pack closes in. Hell hounds track fleeing creatures relentlessly. 
   
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Hound Archon (Summon Monster IV) 
  LG Medium outsider (archon, extraplanar, good, lawful)                      
  [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; 
  Perception +10 
  Aura aura of menace (DC 16), magic circle against evil 
  AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil) 
  hp 39 [ 51 ] (6d10+6 [ +18 ]) 
  Fort +6 [ +8 ], Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil 
  DR 10/evil 
  Immune electricity, petrification 
  SR 15 
  Speed 40 ft. 
  Melee bite +8 [ +10 ] (1d8+3 [ +5 ]), slam +8 [ +10 ] (1d4+1  
  [ +3 ]) or mwk greatsword +9/+4 [ +11/+6 ] (1d8+2 [ +4 ]), bite +3 
  [ +5 ] (1d8+2 [ +4 ]) 
  Spell-Like Abilities (CL 6th) 
   
  Constant—detect evil, magic circle against evil 
   
  At Will—aid, continual flame, greater teleport (self plus 50 lbs.      
           of objects only), message 
  Str 15 [ 19 ], Dex 10, Con 13 [ 17 ], Int 10, Wis 13, Cha 12 
  Base Atk +6; CMB +8 [ +10 ]; CMD 18 [ 20 ] 
  Feats Improved Initiative, Iron Will, Power Attack 
  Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive 
  +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 
  Survival 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ change shape (beast shape II) 
  Special Abilities 
  Change Shape (Su) A hound archon can assume any canine form of 
  Small to Large size, as if using beast shape II. While in canine form, 
  the hound archon loses its bite, slam, and greatsword attacks, but 
  gains the bite attack of the form it chooses. For the purposes of this 
  ability, canines include any dog-like or wolf-like creature of the animal 
  type. 
   
  Hound archons look like well-muscled humans with canine heads 
  typically resembling those of noble-looking wolves or dogs. 
   
  NOTES:_________________________________________________ 
  Lion, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +7, Will +2 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 9 
  Speed 40 ft. 
  Melee bite +7 [ +9 ] (1d8+5 [ +7 ] plus grab), 2 claws +7 [ +9 ] 
  (1d4+5 [ +7 ]) 
  Special Attacks pounce, rake (2 claws +7, 1d4+5) 
  Str 21 [ 25 ], Dex 17, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ] (+13 [ +15 ] grapple); CMD 22 [ 24 ] 
  (26 [ 28 ] vs. trip) 
  Feats Improved Initiative, Run, Skill Focus (Perception) 
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in under-
  growth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in under-
  growth) 
  SQ grab, pounce, rake, smite evil 
  Special Abilities 
  Grab (Ex) If the lion hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the lion makes a charge, it can make a full attack. 
   
  Rake (Ex) The lion gains two additional claw attacks that it can use 
  only against a grappled foe. The lion must begin its turn already 
  grappling to use its rake—it can't begin a grapple and rake in the same 
  turn. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  NOTES:_________________________________________________ 
  
  Lion, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +7, Will +2 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 9 
  Speed 40 ft. 
  Melee bite +7 [ +9 ] (1d8+5 [ +7 ] plus grab), 2 claws +7 [ +9 ] 
  (1d4+5 [ +7 ]) 
  Special Attacks pounce, rake (2 claws +7, 1d4+5) 
  Str 21 [ 25 ], Dex 17, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ] (+13 [ +15 ] grapple); CMD 22 [ 24 ] 
  (26 [ 28 ] vs. trip) 
  Feats Improved Initiative, Run, Skill Focus (Perception) 
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in under-
  growth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in under-
  growth) 
  SQ grab, pounce, rake, smite good 
  Special Abilities 
  Grab (Ex) If the lion hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the lion makes a charge, it can make a full attack. 
   
  Rake (Ex) The lion gains two additional claw attacks that it can use 
  only against a grappled foe. The lion must begin its turn already 
  grappling to use its rake—it can't begin a grapple and rake in the same 
  turn. 
   
  Smite good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  NOTES:_________________________________________________ 
  Mephit, Air (Summon Monster IV) 
  N Small outsider (varies) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in gusty 
  and windy areas) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 60 ft. (perfect) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of sand and grit, 1d8 
  slashing, Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—gust of wind, summon (level 2, 1 mephit of the same    
            type, 25%)  
            1/hour—blur             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  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. 
   
  Air mephits are whimsical and prone to distraction. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Mephit, Dust (Summon Monster IV) 
  N Small outsider (varies) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in dusty 
  environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 50 ft. (perfect) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of dust, 1d4 slashing 
  and sickened 3 rounds, Reflex DC 13 [ 15 ] for half and negated 
  condition) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—summon (level 2, 1 mephit of the same type, 25%),  
            wind wall 
            1/hour—blur             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  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. 
   
  Dust mephits are irritating and persistent. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Earth (Summon Monster IV) 
  N Small outsider (earth) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works while 
  underground) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of rocks, 1d8 
  bludgeoning, Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—soften earth and stone, summon (level 2, 1 mephit of  
            the same type, 25%)  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Terran 
  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. 
   
  Change Size (Su) 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. 
   
  Earth mephits are plodding and humorless. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Fire (Summon Monster IV) 
  N Small outsider (fire) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works while in 
  contact with fire) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of flame, 1d8 fire, 
  Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—heat metal (DC 14), summon (level 2, 1 mephit of the  
            same type, 25%)  
            1/hour—scorching ray             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  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. 
   
  Fire mephits are vengeful and quick to anger. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Ice (Summon Monster IV) 
  N Small outsider (cold) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in areas 
  below freezing) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune cold 
  Weakness vulnerability to fire 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of ice, 1d4 cold and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition negated) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—chill metal (DC 14), summon (level 2, 1 mephit of the  
            same type, 25%)  
            1/hour—magic missile             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  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. 
   
  Ice mephits are cruel and aloof. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Magma (Summon Monster IV) 
  N Small outsider (fire) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works when in 
  contact with magma or lava) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of fire, 1d8 fire, Reflex 
  DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—pyrotechnics, summon (level 2, 1 mephit of the same    
            type, 25%)  
  Str 13 [ 17 ], Dex 15, Con 12 [ 17 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 16 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  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. 
   
  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. 
   
  Magma mephits are dim-witted brutes. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Ooze (Summon Monster IV) 
  N Small outsider (water) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in wet or 
  muddy environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average), swim 30 ft. 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of slime, 1d4 acid and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition negated) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of  
            the same type, 25%)  
            1/hour—acid arrow             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Aquan 
  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. 
   
  Ooze mephits are disgusting and slow to act. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Salt (Summon Monster IV) 
  N Small outsider (earth) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in arid 
  environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of salt crystal, 1d4 
  slashing and sickened 3 rounds, Reflex DC 13 [ 15 ] for half and 
  condition negated) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—summon (level 2, 1 mephit of the same type, 25%)  
            1/hour—glitterdust             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Terran 
  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. 
   
  Dehydrate (Su): Once per day a salt mephit can draw the moisture 
  from an area in a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude DC 14 half; caster 
  level 6th). This effect is especially devastating to plant and aquatic 
  creatures, which take a –2 penalty on their saving throws. This ability 
  is the equivalent of a 2nd-level spell. 
   
  Salt mephits are cruel and aloof. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Steam (Summon Monster IV) 
  N Small outsider (fire) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in boiling 
  water or steam) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of steam, 1d4 fire and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition negated) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—summon (level 2, 1 mephit of the same type, 25%)  
            1/hour—blur             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  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. 
   
  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. 
   
  Steam mephits are overconfident and brash. 
   
  NOTES:_________________________________________________ 
   
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  Mephit, Water (Summon Monster IV) 
  N Small outsider (water) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works 
  underwater) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average), swim 30 ft. 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of acid, 1d8 acid, 
  Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
   
  1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of  
            the same type, 25%)  
            1/hour—acid arrow             
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Aquan 
  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. 
   
  Water mephits are constant jokesters. 
   
  NOTES:_________________________________________________ 
   
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  Pteranodon, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +11 
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 
  size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +8, Will +3 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 9 
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +5 [ +7 ] (2d6+4 [ +6 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 15, Cha 12 
  Base Atk +3; CMB +7 [ +9 ]; CMD 21 [ 23 ] 
  Feats Dodge, Improved Initiative, Skill Focus (Perception) 
  Skills Fly –1, Perception +11 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +1 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The pteranodon is not itself a dinosaur but rather a large flying reptile 
  that is often found in areas dinosaurs are common. Its flight lacks 
  grace, so it lands on the ground to fight foes it can't carry away. 
   
  A pteranodon has a wingspan of 30 feet but only weighs 40 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Pteranodon, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +11 
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 
  size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +8, Will +3 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 9 
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +5 [ +7 ] (2d6+4 [ +6 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 15, Cha 12 
  Base Atk +3; CMB +7 [ +9 ]; CMD 21 [ 23 ] 
  Feats Dodge, Improved Initiative, Skill Focus (Perception) 
  Skills Fly –1, Perception +11 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +1 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The pteranodon is not itself a dinosaur but rather a large flying reptile 
  that is often found in areas dinosaurs are common. Its flight lacks 
  grace, so it lands on the ground to fight foes it can't carry away. 
   
  A pteranodon has a wingspan of 30 feet but only weighs 40 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Rhinoceros, Celestial (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +12 
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +10 [ +12 ], Ref +4, Will +2 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 10 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] (2d6+9 [ +11 ]) 
  Special Attacks powerful charge (gore, 4d6+12 [ +14 ]) 
  Str 22 [ 26 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 5 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] (24 [ 26 ] vs. trip) 
  Feats Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +12 
  SQ powerful charge, smite evil 
  Special Abilities 
  Powerful Charge (Ex) When the rhino makes a charge, its attack 
  deals extra damage in addition to the normal benefits and hazards of a 
  charge. The attack and amount of damage from the attack is given in 
  the creature's description. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +5 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The rhino’s thick hide is a mottled gray color, and it can run 
  surprisingly fast for a beast of its size. The rhinoceros is notoriously 
  short-tempered and prone to attacking anything it perceives as 
  approaching too closely (generally within a distance of 80 feet—the 
  distance of a single charge—for most rhinos). 
   
  NOTES:_________________________________________________ 
   
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  Rhinoceros, Fiendish (Summon Monster IV) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +12 
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +10 [ +12 ], Ref +4, Will +2 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 10 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] (2d6+9 [ +11 ]) 
  Special Attacks powerful charge (gore, 4d6+12 [ +14 ]) 
  Str 22 [ 26 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 5 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] (24 [ 26 ] vs. trip) 
  Feats Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +12 
  SQ powerful charge, smite good 
  Special Abilities 
  Powerful Charge (Ex) When the rhino makes a charge, its attack 
  deals extra damage in addition to the normal benefits and hazards of a 
  charge. The attack and amount of damage from the attack is given in 
  the creature's description. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +5 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The rhino’s thick hide is a mottled gray color, and it can run 
  surprisingly fast for a beast of its size. The rhinoceros is notoriously 
  short-tempered and prone to attacking anything it perceives as 
  approaching too closely (generally within a distance of 80 feet—the 
  distance of a single charge—for most rhinos). 
   
  NOTES:_________________________________________________ 
   
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  Ankylosaurus, Celestial (Summon Monster V) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size) 
  hp 75 [ 95 ] (10d8+30 [ +50 ]) 
  Fort +12 [ +14 ], Ref +7, Will +4 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 12 
  Speed 30 ft. 
  Melee tail +14 [ +16 ] (3d6+12 [ +14 ] plus stun) 
  Str 27 [ 31 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +7; CMB +17 [ +19 ]; CMD 27 [ 29 ] (31 [ 33 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power 
  Attack, Weapon Focus (tail) 
  Skills Perception +14 
  SQ smite evil 
  Special Abilities 
  Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning 
  blow. A creature struck by this attack must make a DC 23 [ 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. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +10 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The ankylosaurus is a powerful, squat dinosaur more than capable of 
  defending itself against enemies. Its back is heavily armored with thick 
  bony plates and spikes. A solid blow from an ankylosaurus's tail can 
  leave most creatures stunned long enough for the armored dinosaur to 
  make good an escape, although once confronted, most ankylosauruses 
  are too ill-tempered and stubborn to flee. Instead, they stand their 
  ground and use their tails to great effect in battle. An ankylosaurus is 
  30 feet long and weighs 6,000 pounds. 
   
  NOTES:_________________________________________________ 
  
  Ankylosaurus, Fiendish (Summon Monster V) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size) 
  hp 75 [ 95 ] (10d8+30 [ +50 ]) 
  Fort +12 [ +14 ], Ref +7, Will +4 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 12 
  Speed 30 ft. 
  Melee tail +14 [ +16 ] (3d6+12 [ +14 ] plus stun) 
  Str 27 [ 31 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +7; CMB +17 [ +19 ]; CMD 27 [ 29 ] (31 [ 33 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power 
  Attack, Weapon Focus (tail) 
  Skills Perception +14 
  SQ smite good 
  Special Abilities 
  Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning 
  blow. A creature struck by this attack must make a DC 23 [ 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. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +10 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  The ankylosaurus is a powerful, squat dinosaur more than capable of 
  defending itself against enemies. Its back is heavily armored with thick 
  bony plates and spikes. A solid blow from an ankylosaurus's tail can 
  leave most creatures stunned long enough for the armored dinosaur to 
  make good an escape, although once confronted, most ankylosauruses 
  are too ill-tempered and stubborn to flee. Instead, they stand their 
  ground and use their tails to great effect in battle. An ankylosaurus is 
  30 feet long and weighs 6,000 pounds. 
   
  NOTES:_________________________________________________ 
  Babau (Summon Monster V) 
  CE Medium outsider (chaotic, demon, evil, extraplanar) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19 
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) 
  hp 73 [ 87 ] (7d10+35 [ +49 ]) 
  Fort +10 [ +12 ], Ref +6, Will +5 
  Defensive Abilities protective slime; DR 10/cold iron or good; Immune 
  electricity, poison; Resist acid 10, cold 10, fire 10; SR 17 
  Speed 30 ft. 
  Melee 2 claws +12 [ +14 ] (1d6+5 [ +7 ]), bite +12 [ +14 ] (1d6+5  
  [ +7 ]) or longspear +12/+7 [ +14/+9 ](1d8+7 [ +9 ]), bite +7 [ +9 ] 
  (1d6+2 [ +4 ]) 
  Special Attacks sneak attack +2d6 
  Spell-Like Abilities (CL 7th) 
   
  Constant—see invisibility 
   
  At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of  
             objects only) 
   
  1/day—summon (level 3, 1 babau at 40%) 
  Str 21 [ 25 ], Dex 13, Con 20 [ 24 ], Int 14, Wis 13, Cha 16 
  Base Atk +7; CMB +12 [ +14 ]; CMD 23 [ 25 ] 
  Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) 
  Skills Acrobatics +11, Climb +12 [ +14 ], Disable Device +11, Escape 
  Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, 
  Stealth +22; Racial Modifiers +8 Perception, +8 Stealth 
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
  Special Abilities 
  Protective Slime (Su) A creature that strikes a babau with a natural 
  attack or unarmed strike takes 1d8 points of acid damage from the slime if 
  it fails a DC 18 [ 20 ] Reflex save. A creature that strikes a babau with a 
  melee weapon must make a DC 18 [ 20 ] Reflex save or the weapon takes 
  1d8 points of acid damage; if this damage penetrates the weapon's 
  hardness, the weapon gains the broken condition.  
   
  A babau typically carries a longspear or other weapon with which it can 
  strike at foes beyond its normal reach, but given the opportunity, a babau 
  prefers to fight with its teeth or claws. 
   
  A babau is 6 feet tall but weighs only 140 pounds.  
   
  NOTES:_____________________________________________________ 
   
  __________________________________________________ 
  Bearded Devil (Summon Monster V) 
  LE Medium outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +10 
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural) 
  hp 57 [ 69 ] (6d10+24 [ +36 ]) 
  Fort +9 [ +11 ], Ref +7, Will +3 
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10; SR 16 
  Speed 40 ft. 
  Melee glaive +11/+6 [ +13/+8 ] melee (1d10+6 [ +8 ] plus infernal 
  wound) or 2 claws +10 [ +12 ] melee (1d6+4 [ +6 ]) 
  Special Attacks beard 
  Spell-Like Abilities (CL 12th) 
   
  At will—greater teleport (self plus 50 lbs. of objects only) 
   
  1/day—summon (level 3, 1 bearded devil or 6 lemures, 50%) 
  Str 19 [ 23 ], Dex 15, Con 19 [ 23 ], Int 6, Wis 12, Cha 10 
  Base Atk +6; CMB +10 [ +12 ]; CMD 22 [ 24 ] 
  Feats Improved Initiative, Power Attack, Weapon Focus (glaive) 
  Skills Climb +13 [ +15 ], Intimidate +7, Perception +10, Sense Motive +6, 
  Stealth +11 
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. 
  Special Abilities 
  Beard (Ex) If a bearded devil hits a single opponent with both claw 
  attacks, it also lashes at the same target with its spiky, filthy beard. The 
  victim takes 1d8+2 points of damage and must succeed on a DC 17 [ 19 ] 
  Fortitude save or contract devil chills. The save DC is Constitution-based. 
  Devil Chills: Disease—injury; save Fort DC 17 [ 19 ]; onset 1d4 days; 
  frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves. 
   
  Infernal Wound (Su) The damage a bearded devil deals with its glaive 
  inflicts persistent wounds that cause 2 points of bleed damage. Bleed 
  caused from an infernal wound is particularly difficult to stanch—a DC 17 
  Heal check stops the damage, and any attempt to heal a creature suffering 
  from an infernal wound must succeed on a DC 16 caster level check or the 
  spell does not function. Success indicates the healing works normally and 
  stops all bleed effects on the victim. The infernal wounds caused by a 
  bearded devil are a supernatural ability of the devil, not of the weapon. 
   
  At attention, bearded devils stand over 6 feet tall (though their squatting 
  battle stances often make them appear shorter) and weigh upward of 200 
  pounds.  
   
  NOTES:_____________________________________________________ 
  Bralani (Summon Monster V) 
  CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)       
  [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +15 
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) 
  hp 66 [ 80 ] (7d10+28 [ +42 ]) 
  Fort +9 [ +11 ], Ref +9, Will +6 
  DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, 
  fire 10; SR 17 
  Speed 40 ft., fly 100 ft. (perfect) 
  Melee +1 scimitar +13/+8 [ +15/+10 ] (1d6+8 [ +10 ]/18–20) or slam 
  +12 [ +14 ] (1d6+7 [ +9 ]) 
  Ranged +1 composite longbow +12/+7 [ +14/+9 ] (1d8+6 [ +8 ]/×3) 
  Special Attacks whirlwind blast 
  Spell-Like Abilities (CL 6th) 
   
  At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror  
             image, wind wall 
   
  2/day—lightning bolt (DC 15), cure serious wounds 
  Str 20 [ 24 ], Dex 18, Con 19 [ 23 ], Int 13, Wis 14, Cha 15 
  Base Atk +7; CMB +12 [ +14 ]; CMD 26 [ 28 ] 
  Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception) 
  Skills Bluff +12, Fly +20, Handle Animal +12, Perception +15, Ride +14, 
  Sense Motive +12, Stealth +14 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ wind form 
  Special Abilities 
  Whirlwind Blast (Su) When in wind form, a bralani can attack with a 
  scouring blast of wind, dealing 3d6 points of damage in a 20-foot line 
  (Reflex DC 17 [ 19 ] half). The save DC is Constitution-based. 
   
  Wind Form (Su) A bralani can shift between its humanoid body and a body 
  made of wind and mist as a standard action. In humanoid form, it cannot 
  fly or use its whirlwind blast. In wind form, it functions as if under the 
  effects of a wind walk spell. It can make slam attacks and use spell-like 
  abilities in either form. A bralani remains in one form until it chooses to 
  assume its other form. A change in form cannot be dispelled, nor does the 
  bralani revert to any particular form when killed (both shapes are its true 
  form). A true seeing spell reveals both forms simultaneously. 
   
  In addition to their elf-like forms, they can take the shape of whirlwinds of 
  dust, snow, or sand. In the mortal realm, they are often mistaken for djinn.   
   
  NOTES:_____________________________________________________ 
  
  Dire Lion, Celestial (Summon Monster V) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11 
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size) 
  hp 60 [ 76 ] (8d8+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +8, Will +3 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 11 
  Speed 40 ft. 
  Melee bite +12 [ +14 ] (1d8+7 [ +9 ] plus grab), 2 claws +13 [ +15 ] 
  (1d6+7 [ +9 ]) 
  Special Attacks pounce, rake (2 claws +13, 1d6+7) 
  Str 25 [ 29 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +6; CMB +14 [ +16 ] (+18 [ +20 ] grapple); CMD 26  
  [ 28 ] (30 [ 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) 
  SQ grab, pounce, rake, smite evil 
  Special Abilities 
  Grab (Ex) If the dire lion hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the dire lion makes a charge, it can make a full attack. 
   
  Rake (Ex) The dire lion gains two additional claw attacks that it can use 
  only against a grappled foe. The lion must begin its turn already grappling 
  to use its rake—it can't begin a grapple and rake in the same turn. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +8 to 
  damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Dire Lion, Fiendish (Summon Monster V) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +11 
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size) 
  hp 60 [ 76 ] (8d8+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +8, Will +3 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 11 
  Speed 40 ft. 
  Melee bite +12 [ +14 ] (1d8+7 [ +9 ] plus grab), 2 claws +13 [ +15 ] 
  (1d6+7 [ +9 ]) 
  Special Attacks pounce, rake (2 claws +13, 1d6+7) 
  Str 25 [ 29 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +6; CMB +14 [ +16 ] (+18 [ +20 ] grapple); CMD 26  
  [ 28 ] (30 [ 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) 
  SQ grab, pounce, rake, smite good 
  Special Abilities 
  Grab (Ex) If the dire lion hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the dire lion makes a charge, it can make a full attack. 
   
  Rake (Ex) The dire lion gains two additional claw attacks that it can use 
  only against a grappled foe. The lion must begin its turn already grappling 
  to use its rake—it can't begin a grapple and rake in the same turn. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, +8 
  to damage; against good foes; smite persists until target is dead or the 
  fiendish creature rests). 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Elemental, Air, Large (Summon Monster V) 
  N Large outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +11; Senses darkvision 60 ft.; Perception +11 
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 
  size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +13, Will +2 
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +14 (1d8+4 [ +6 ]) 
  Special Attacks whirlwind (3/day, 10–40 ft. high, 1d8+4 [ +6 ] 
  damage, DC 18 [ 20 ]) 
  Str 18 [ 22 ], Dex 25, Con 16 [ 20 ], Int 6, Wis 11, Cha 11 
  Base Atk +8, CMB +13 [ +15 ]; CMD 31 [ 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 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  Elemental, Earth, Large (Summon Monster V) 
  N Large outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11 
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, -1 size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +1, Will +6 
  Defensive Abilities earth mastery; DR 5/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +14 [ +16 ] (2d6+7 [ +9 ]) 
  Special Attacks earth mastery 
  Str 24 [ 28 ], Dex 8, Con 17 [ 21 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +16 [ +18 ]; CMD 25 [ 27 ] 
  Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, 
  Power Attack 
  Skills Appraise +6, Climb +15 [ +17 ], Knowledge (dungeoneering) +3, 
  Knowledge (planes) +6, Perception +11, Stealth +5 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 
  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. 
    
  A Large earth elemental is about 16 feet tall and weighs about 6000 lbs.  
  An earth elemental’s appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth elementals look like 
  terrestrial animals made out of rock, earth, or even crystal, with glowing 
  gemstones for eyes. Bits of vegetation frequently grow in the soil that 
  makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  
  Elemental, Fire, Large (Summon Monster V) 
  N Large outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +9; Senses darkvision 60 ft.; Perception +11 
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 
  size) 
  hp 60 [ 76 ] (8d10+16 [ +32 ]) 
  Fort +8 [ +10 ], Ref +11, Will +4 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee 2 slams +12 (1d8+2 [ +4 ] plus burn) 
  Special Attacks burn (1d8, DC 16 [ 18 ]) 
  Str 14 [ 18 ], Dex 21, Con 14 [ 18 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +11; CMD 27 [ 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 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 16 [ 18 ] Reflex save or catch fire, taking 1d8 damage 
  for an additional 1d8 rounds at the start of turn. Burning creature can 
  attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire damage 
  as though hit by the elemental and must make a Reflex save to avoid 
  catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  Elemental, Water, Large (Summon Monster V) 
  N Large outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft.; Perception +9 
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 
  size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +8, Will +2 
  Defensive Abilities DR 5/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +12 [ +14 ] (1d8+5 [ +7 ]) 
  Special Attacks drench, vortex (DC 19 [ 21 ]), water mastery 
  Str 20 [ 24 ], Dex 14, Con 17 [ 21 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +14 [ +16 ]; CMD 27 [ 29 ] 
  Feats Cleave, Dodge, Great Cleave, Power Attack 
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Perception +9, Stealth +5, Swim +24 [ +26 ] 
  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 (CL 8th). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  Giant Moray Eel, Celestial (Summon Monster V) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ]  
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7 
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) 
  hp 52 [ 66 ] (7d8+21 [ +35 ]) 
  Fort +8 [ +10 ], Ref +9, Will +3 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 11 
  Speed swim 30 ft. 
  Melee bite +11 [ +13 ] (2d6+9 [ +11 ] plus grab) 
  Special Attacks gnaw 
  Str 22 [ 26 ], Dex 14, Con 16 [ 20 ], Int 1, Wis 12, Cha 8 
  Base Atk +5; CMB +12 [ +14 ] (+16 [ +18 ] grapple); CMD 24  
  [ 26 ] 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), 
  Weapon Focus (bite) 
  Skills Escape Artist +10, Perception +7, Stealth +8, Swim +14  
  [ +16 ]; Racial Modifiers +8 Escape Artist 
  SQ grab, gnaw, smite evil 
  Special Abilities 
  Grab (Ex) If the giant moray eel hits with a bite attack, it deals normal 
  damage and starts a grapple as a free action without provoking an attack 
  of opportunity.  
   
  Gnaw (Ex) If a giant moray begins a round with a grabbed foe, it inflicts 
  automatic bite damage (2d6+9 [ +11 ] 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 (+11 [ +13 ] attack, 1d6+4 [ +6 ]) against 
  a foe it has already grabbed. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +7 to 
  damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  The moray eel is a ferocious predator, capable of holding prey in its primary 
  jaws while a smaller set of jaws inside its throat chews away bite-sized 
  portions. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Giant Moray Eel, Fiendish (Summon Monster V) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ]  
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +7 
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) 
  hp 52 [ 66 ] (7d8+21 [ +35 ]) 
  Fort +8 [ +10 ], Ref +9, Will +3 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 11 
  Speed swim 30 ft. 
  Melee bite +11 [ +13 ] (2d6+9 [ +11 ] plus grab) 
  Special Attacks gnaw 
  Str 22 [ 26 ], Dex 14, Con 16 [ 20 ], Int 1, Wis 12, Cha 8 
  Base Atk +5; CMB +12 [ +14 ] (+16 [ +18 ] grapple); CMD 24  
  [ 26 ] 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), 
  Weapon Focus (bite) 
  Skills Escape Artist +10, Perception +7, Stealth +8, Swim +14  
  [ +16 ]; Racial Modifiers +8 Escape Artist 
  SQ grab, gnaw, smite good 
  Special Abilities 
  Grab (Ex) If the giant moray eel hits with a bite attack, it deals normal 
  damage and starts a grapple as a free action without provoking an attack 
  of opportunity.  
   
  Gnaw (Ex) If a giant moray begins a round with a grabbed foe, it inflicts 
  automatic bite damage (2d6+9 [ +11 ] 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 (+11 [ +13 ] attack, 1d6+4 [ +6 ]) against 
  a foe it has already grabbed. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, +7 
  to damage; against good foes; smite persists until target is dead or the 
  fiendish creature rests). 
   
  The moray eel is a ferocious predator, capable of holding prey in its primary 
  jaws while a smaller set of jaws inside its throat chews away bite-sized 
  portions. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  
  Kyton (Summon Monster V) 
  LE Medium outsider (evil, extraplanar, kyton, lawful) [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft.; Perception +14 
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural) 
  hp 60 [ 76 ] (8d10+16 [ +32 ]); regeneration 2 (good weapons and 
  spells, silver weapons) 
  Fort +8 [ +10 ], Ref +9, Will +3 
  DR 5/silver or good; Immune cold; SR 17 
  Speed 30 ft. 
  Melee 4 chains +11 [ +13 ] (2d4+2 [ +4 ]) 
  Special Attacks dancing chains, unnerving gaze 
  Str 15 [ 19 ], Dex 17, Con 14 [ 18 ], Int 11, Wis 12, Cha 12 
  Base Atk +8; CMB +10 [ +12 ]; CMD 23 [ 25 ] 
  Feats Alertness, Blind-Fight, Improved Initiative, Weapon Focus (chain) 
  Skills Acrobatics +14, Climb +13 [ +15 ], Craft (blacksmithing) +11, 
  Escape Artist +14, Intimidate +12, Perception +14 
  Languages Common, Infernal 
  SQ chain armor 
  Special Abilities 
  Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor 
  bonus, but are not treated as armor for the purpose of arcane spell failure, 
  armor check penalties, maximum Dexterity, weight, or proficiency. 
   
  Dancing Chains (Su) A kyton can control up to four chains within 20 feet 
  as a standard action, making the chains dance or move as it wishes. In 
  addition, a kyton can increase these chains' length by up to 15 feet and 
  cause them to sprout razor-edged barbs. These chains attack as effectively 
  as the kyton itself. If a chain is in another creature's possession, the 
  creature can attempt a DC 15 Will save to break the kyton's power over 
  that chain. If the save is successful, the kyton cannot attempt to control 
  that particular chain again for 24 hours or until the chain leaves the 
  creature's possession. A kyton can climb chains it controls at its normal 
  speed without making Climb checks. The save DC is Charisma-based. 
   
  Unnerving Gaze (Su) Range 30 ft., Will DC 15 negates. A kyton can make 
  its face resemble one of an opponent's departed loved ones or bitter 
  enemies. Those who fail their saves become shaken for 1d3 rounds. This is 
  a mind-affecting fear effect. The save DC is Charisma-based. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Orca, Celestial (Summon Monster V) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; 
  Perception +19 
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size) 
  hp 67 [ 85 ] (9d8+27 [ +45 ]) 
  Fort +9 [ +11 ], Ref +8, Will +5 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 11 
  Speed swim 80 ft. 
  Melee bite +13 [ +15 ] (2d6+12 [ +14 ]) 
  Str 27 [ 31 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 15, Cha 6 
  Base Atk +6; CMB +16 [ +18 ]; CMD 28 [ 30 ] 
  Feats Endurance, Improved Initiative, Skill Focus (Perception, Swim), 
  Weapon Focus (bite) 
  Skills Perception +19, Swim +28 [ +30 ]; Racial Modifiers +8 
  Perception 
  SQ hold breath, smite evil 
  Special Abilities 
  Hold Breath (Ex) An orca can hold its breath for a number of minutes 
  equal to 6 times its Constitution score before it risks drowning. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +9 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The orca, or ―killer whale,‖ is actually the largest species of dolphin. 
  Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 
  pounds 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Orca, Fiendish (Summon Monster V) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; 
  Perception +19 
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size) 
  hp 67 [ 85 ] (9d8+27 [ +45 ]) 
  Fort +9 [ +11 ], Ref +8, Will +5 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 11 
  Speed swim 80 ft. 
  Melee bite +13 [ +15 ] (2d6+12 [ +14 ]) 
  Str 27 [ 31 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 15, Cha 6 
  Base Atk +6; CMB +16 [ +18 ]; CMD 28 [ 30 ] 
  Feats Endurance, Improved Initiative, Skill Focus (Perception, Swim), 
  Weapon Focus (bite) 
  Skills Perception +19, Swim +28 [ +30 ]; Racial Modifiers +8 
  Perception 
  SQ hold breath, smite good 
  Special Abilities 
  Hold Breath (Ex) An orca can hold its breath for a number of minutes 
  equal to 6 times its Constitution score before it risks drowning. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +9 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The orca, or ―killer whale,‖ is actually the largest species of dolphin. 
  Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 
  pounds 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Salamander (Summon Monster V) 
  CE Medium outsider (extraplanar, fire) [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +16 
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural) 
  hp 76 [ 92 ] (8d10+32 [ +48 ]) 
  Fort +10 [ +12 ], Ref +7, Will +6 
  DR 10/magic; Immune fire 
  Weaknesses vulnerability to cold 
  Speed 20 ft. 
  Melee spear +11/+6 [ +13/+8 ] (1d8+4 [ +6 ]/×3 plus 1d6 fire), tail 
  slap +6 [ +8 ] (2d6+1 [ +3 ] plus 1d6 fire and grab) 
  Special Attacks constrict (2d6+4 [ +6 ] plus 1d6 fire), heat 
  Str 16 [ 20 ], Dex 13, Con 18 [ 22 ], Int 14, Wis 15, Cha 13 
  Base Atk +8; CMB +11 [ +13 ] (+15 [ +17 ] grapple); CMD 22  
  [ 24 ] (can't be tripped) 
  Feats Cleave, Iron Will, Power Attack, Skill Focus (Perception) 
  Skills Acrobatics +12, Bluff +12, Craft (weaponsmithing) +17, 
  Intimidate +12, Knowledge (planes) +13, Perception +16, Sense 
  Motive +13, Stealth +12; Racial Modifiers +4 Craft (armorsmithing, 
  blacksmithing, and weaponsmithing) 
  Languages Common, Ignan 
  Special Abilities 
  Heat (Ex) A salamander generates so much heat that its mere touch 
  deals an additional 1d6 points of fire damage. A salamander's metallic 
  weapons also conduct this heat. 
   
  Constrict (Ex) The salamander can crush an opponent, dealing 
  bludgeoning damage, when it makes a successful grapple check (in 
  addition to any other effects caused by a successful check, including 
  additional damage).  
   
  Salamanders are native to the Plane of Fire, where their legions of 
  fierce warriors are much feared by the other inhabitants of the plane.  
   
  Though their lairs typically hover in temperatures of 500 degrees F or 
  more, salamanders can tolerate lower temperatures. They generally do 
  so only when forced, and are even surlier and more short-tempered 
  than normal in such environments. 
   
  NOTES:_________________________________________________ 
  
  Woolly Rhinoceros, Celestial (Summon Monster V) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +15 
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) 
  hp 76 [ 92 ] (8d8+40 [ +56 ]) 
  Fort +13 [ +15 ], Ref +6, Will +3 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 12 
  Speed 30 ft. 
  Melee gore +14 [ +16 ] (2d8+13 [ +15 ]) 
  Special Attacks powerful charge (gore, 4d8+18 [ +20 ]), trample 
  (2d6+13 [ +15 ], DC 23 [ 25 ]) 
  Str 28 [ 32 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 3 
  Base Atk +6; CMB +16 [ +18 ]; CMD 26 [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +15 
  SQ powerful charge, trample, smite evil 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +8 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The woolly rhinoceros is an herbivore, though unlike its non-woolly 
  cousin it grazes for food rather than browsing on larger plants. The 
  woolly rhino is legendary for its foul temper, and its size and huge 
  horn give it a ferocious bravery. Any threat (real or perceived) to the 
  rhino or its herd is met with loud bellows and the stomping of feet. 
  Often, those who unwittingly anger a woolly rhino have no time to 
  amend the intrusion before the beast attacks. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Woolly Rhinoceros, Fiendish (Summon Monster V) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +15 
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) 
  hp 76 [ 92 ] (8d8+40 [ +56 ]) 
  Fort +13 [ +15 ], Ref +6, Will +3 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 12 
  Speed 30 ft. 
  Melee gore +14 [ +16 ] (2d8+13 [ +15 ]) 
  Special Attacks powerful charge (gore, 4d8+18 [ +20 ]), trample 
  (2d6+13 [ +15 ], DC 23 [ 25 ]) 
  Str 28 [ 32 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 3 
  Base Atk +6; CMB +16 [ +18 ]; CMD 26 [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +15 
  SQ powerful charge, trample, smite good 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +8 to damage; against good foes; smite persists until target is 
  dead or the fiendish creature rests). 
   
  The woolly rhinoceros is an herbivore, though unlike its non-woolly 
  cousin it grazes for food rather than browsing on larger plants. The 
  woolly rhino is legendary for its foul temper, and its size and huge 
  horn give it a ferocious bravery. Any threat (real or perceived) to the 
  rhino or its herd is met with loud bellows and the stomping of feet. 
  Often, those who unwittingly anger a woolly rhino have no time to 
  amend the intrusion before the beast attacks. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Xill (Summon Monster V) 
  LE Medium outsider (evil, extraplanar) [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft.; Perception +13 
  AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield) 
  hp 67 [ 85 ] (9d10+18 [ +36 ]) 
  Fort +8 [ +10 ], Ref +10, Will +6 
  SR 17 
  Speed 40 ft. 
  Melee short swords +13/+13/+8 [ +15/+15/+10 ] (1d6+3 [ +5 ]/19–20), claw 
  +13 [ +15 ] (1d4+3 [ +5 ] plus grab), bite +7 [ +9 ] (1d3+1 [ +3 ] plus 
  paralysis), or 4 claws +13 [ +15 ] (1d4+3 [ +5 ] plus grab), bite +12 [ +14 ] 
  (1d3+3 [ +5 ] plus paralysis) 
  Ranged 2 longbows +13 (1d8/×3) 
  Special Attacks implant, paralysis (1d4 hours, DC 16) 
  Str 17 [ 21 ], Dex 18, Con 14 [ 18 ], Int 15, Wis 12, Cha 11 
  Base Atk +9; CMB +12 [ +14 ] (+16 [ +18 ] grapple); CMD 26 [ 28 ] 
  Feats Combat Reflexes, Improved Initiative, Iron Will, Weapon Focus (claw, 
  short sword) 
  Skills Acrobatics +16, Bluff +12, Intimidate +12, Knowledge (arcana) +14, 
  Knowledge (planes) +14, Perception +13, Sense Motive +13, Stealth +16 
  Languages Common, Infernal 
  SQ multiweapon mastery, planewalk 
  Special Abilities 
  Implant (Ex) As a standard action, a xill can lay 2d6 eggs in a helpless creature. 
  A xill's eggs hatch in 24 hours, at which point the young consume the host from 
  within, inflicting 1 point of Con damage per hour per young until the host dies. 
  The young then emerge and planewalk to the Ethereal Plane, if possible, to 
  mature. A remove disease spell (or similar effect) rids a victim of all implanted 
  eggs or active young, or they can be cut out one at a time with a DC 20 Heal 
  checks (each attempt takes 10 minutes). If a check fails, the healer can try 
  again, but each attempt (successful or not) deals 1d4 points of damage to the 
  patient. 
   
  Multiweapon Mastery (Ex) A xill never takes penalties to an attack roll when 
  fighting with multiple weapons, and treats claws as primary attacks even when 
  also wielding weapons. 
   
  Planewalk (Su) A xill can shift from the Ethereal Plane to the Material Plane as 
  a move action. Shifting from the Material Plane to the Ethereal Plane takes 2 
  consecutive full-round actions, during which time the xill is immobile. As a xill 
  fades away, it becomes harder to hit: opponents have a 20% miss chance in the 
  first round and a 50% miss chance in the second. A xill can take a single willing 
  or helpless creature with it when it switches planes. 
   
  NOTES:_________________________________________________ 
  Dire Bear, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size) 
  hp 95 [ 105 ] (10d8+50 [ +70 ]) 
  Fort +12 [ +14 ], Ref +8, Will +4 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 13 
  Speed 40 ft. 
  Melee 2 claws +13 [ +15 ] (1d6+7 [ +9 ] plus grab), bite +13 [ +15 ] 
  (1d8+7 [ +9 ]) 
  Str 25 [ 29 ], Dex 13, Con 21 [ 25 ], Int 2, Wis 12, Cha 10 
  Base Atk +7; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 26  
  [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception) 
  Skills Perception +12, Swim +19 [ +21 ]; Racial Modifiers +4 Swim 
  SQ grab, smite evil 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +10 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Unlike most bears, a dire bear is short-tempered and swift to anger 
  when confronted with intruders in its territory. Like a grizzly, a dire 
  bear attempts to subdue or kill with its claws. However, a dire bear is 
  far more likely (and willing) to begin biting a grabbed foe. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  
  Dire Bear, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size) 
  hp 95 [ 105 ] (10d8+50 [ +70 ]) 
  Fort +12 [ +14 ], Ref +8, Will +4 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 13 
  Speed 40 ft. 
  Melee 2 claws +13 [ +15 ] (1d6+7 [ +9 ] plus grab), bite +13 [ +15 ] 
  (1d8+7 [ +9 ]) 
  Str 25 [ 29 ], Dex 13, Con 21 [ 25 ], Int 2, Wis 12, Cha 10 
  Base Atk +7; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 26  
  [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception) 
  Skills Perception +12, Swim +19 [ +21 ]; Racial Modifiers +4 Swim 
  SQ grab, smite good 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +10 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  Unlike most bears, a dire bear is short-tempered and swift to anger 
  when confronted with intruders in its territory. Like a grizzly, a dire 
  bear attempts to subdue or kill with its claws. However, a dire bear is 
  far more likely (and willing) to begin biting a grabbed foe. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Dire Tiger, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12 
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 105 [ 133 ] (14d8+42 [ +70 ]) 
  Fort +12 [ +14 ], Ref +11, Will +5 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 14 
  Speed 40 ft. 
  Melee 2 claws +18 [ +20 ] (2d4+8 [ +10 ] plus grab), bite +18 [ +20 ] 
  (2d6+8 [+10 ]/19–20 plus grab) 
  Special Attacks pounce, rake (2 claws +18, 2d4+8) 
  Str 27 [ 31 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +10; CMB +19 [ 21 ] (+23 [ +25 ] grapple); CMD 31 [ 33 ] 
  (35 [ 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 [ +15 ]; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass) 
  SQ grab, pounce, rake, smite evil 
  Special Abilities 
  Grab (Ex) If the dire tiger hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the dire tiger makes a charge, it can make a full 
  attack. 
   
  Rake (Ex) The dire tiger gains two additional claw attacks that it can use 
  only against a grappled foe. The tiger must begin its turn already grappling 
  to use its rake—it can't begin a grapple and rake in the same turn. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +14 
  to damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Dire Tiger, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Large animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception +12 
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 105 [ 133 ] (14d8+42 [ +70 ]) 
  Fort +12 [ +14 ], Ref +11, Will +5 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 14 
  Speed 40 ft. 
  Melee 2 claws +18 [ +20 ] (2d4+8 [ +10 ] plus grab), bite +18 [ +20 ] 
  (2d6+8 [+10 ]/19–20 plus grab) 
  Special Attacks pounce, rake (2 claws +18, 2d4+8) 
  Str 27 [ 31 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +10; CMB +19 [ 21 ] (+23 [ +25 ] grapple); CMD 31 [ 33 ] 
  (35 [ 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 [ +15 ]; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass) 
  SQ grab, pounce, rake, smite good 
  Special Abilities 
  Grab (Ex) If the dire tiger hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during successive 
  rounds automatically deals damage. 
   
  Pounce (Ex) When the dire tiger makes a charge, it can make a full 
  attack. 
   
  Rake (Ex) The dire tiger gains two additional claw attacks that it can use 
  only against a grappled foe. The tiger must begin its turn already grappling 
  to use its rake—it can't begin a grapple and rake in the same turn. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, 
  +14 to damage; against good foes; smite persists until target is dead or 
  the fiendish creature rests). 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Elasmosaurus, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 
  size) 
  hp 105 [ 125 ] (10d8+60 [ +80 ]) 
  Fort +14 [ +16 ], Ref +9, Will +6 
  DR 5/evil 
  Resist acid 10, cold 10, electricity 10 
  SR 13 
  Speed 20 ft., swim 50 ft. 
  Melee bite +13 [ +15 ] (2d8+12 [ +14 ]) 
  Str 26 [ 30 ], Dex 15, Con 20 [ 24 ], Int 2, Wis 13, Cha 9 
  Base Atk +7; CMB +17 [ +19 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness 
  Skills Perception +14, Swim +16 [ +18 ] 
  SQ smite evil 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +10 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The sleek elasmosaurus is a long-necked, aquatic reptile. Although not 
  technically a dinosaur, they and their kind are often found hunting in 
  oceans and lakes in areas where dinosaurs are more common. An 
  elasmosaurus is 45 feet long and weighs 4,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Elasmosaurus, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 
  size) 
  hp 105 [ 125 ] (10d8+60 [ +80 ]) 
  Fort +14 [ +16 ], Ref +9, Will +6 
  DR 5/good 
  Resist cold 10, fire 10 
  SR 13 
  Speed 20 ft., swim 50 ft. 
  Melee bite +13 [ +15 ] (2d8+12 [ +14 ]) 
  Str 26 [ 30 ], Dex 15, Con 20 [ 24 ], Int 2, Wis 13, Cha 9 
  Base Atk +7; CMB +17 [ +19 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness 
  Skills Perception +14, Swim +16 [ +18 ] 
  SQ smite good 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +10 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  The sleek elasmosaurus is a long-necked, aquatic reptile. Although not 
  technically a dinosaur, they and their kind are often found hunting in 
  oceans and lakes in areas where dinosaurs are more common. An 
  elasmosaurus is 45 feet long and weighs 4,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Elemental, Air, Huge (Summon Monster VI) 
  N Huge outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +13; Senses darkvision 60 ft.; Perception +13 
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 
  size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +16, Will +5 
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +17 (2d6+6 [ +8 ]) 
  Special Attacks whirlwind (3/day, 10–50 ft. high, 2d6+6 [ +8 ] 
  damage, DC 21 [ 23 ]) 
  Str 22 [ 26 ], Dex 29, Con 18 [ 22 ], Int 6, Wis 11, Cha 11 
  Base Atk +10, CMB +18 [ +20 ]; CMD 38 [ 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 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  Elemental, Earth, Huge (Summon Monster VI) 
  N Huge outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13 
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +2, Will +7 
  Defensive Abilities earth mastery; DR 5/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +17 [ +19 ] (2d8+9 [ +11 ]) 
  Special Attacks earth mastery 
  Str 28 [ 32 ], Dex 8, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +16 [ +18 ]; CMD 25 [ 27 ] 
  Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, 
  Improved Overrun, Power Attack 
  Skills Appraise +6, Climb +18 [ +20 ], Knowledge (dungeoneering) +4, 
  Knowledge (planes) +7, Perception +13, Stealth +4 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 
  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. 
    
  A Huge earth elemental is about 32 feet tall and weighs about 48,000 lbs.  
  An earth elemental’s appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth elementals look like 
  terrestrial animals made out of rock, earth, or even crystal, with glowing 
  gemstones for eyes. Bits of vegetation frequently grow in the soil that 
  makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Elemental, Fire, Huge (Summon Monster VI) 
  N Huge outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +11; Senses darkvision 60 ft.; Perception +13 
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 
  size) 
  hp 85 [ 105 ] (10d10+30 [ +50 ]) 
  Fort +9 [ +11 ], Ref +14, Will +5 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +15 (2d6+4 [ +6 ] plus burn) 
  Special Attacks burn (2d6, DC 17 [ 19 ]) 
  Str 18 [ 22 ], Dex 25, Con 16 [ 20 ], Int 6, Wis 11, Cha 11 
  Base Atk +10; CMB +16; CMD 34 [ 36 ] 
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB 
  Skills Acrobatics +16, Climb +13 [ +15 ], Escape Artist +16, 
  Intimidate +9, Knowledge (planes) +7, Perception +13 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 17 [ 19 ] Reflex save or catch fire, taking 1d8 damage 
  for an additional 1d8 rounds at the start of turn. Burning creature can 
  attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire damage 
  as though hit by the elemental and must make a Reflex save to avoid 
  catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  
  Elemental, Water, Huge (Summon Monster VI) 
  N Huge outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft.; Perception +13 
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 
  size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +11, Will +3 
  Defensive Abilities DR 5/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +15 [ +17 ] (2d6+7 [ +9 ]) 
  Special Attacks drench, vortex (DC 22 [ 24 ]), water mastery 
  Str 24 [ 28 ], Dex 18, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +10; CMB +19 [ +21 ]; CMD 34 [ 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 [ +28 ] 
  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 (CL 10th). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  Elephant, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +21 
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size) 
  hp 93 [ 115 ] (11d8+44 [ +66 ]) 
  Fort +13 [ +15 ], Ref +7, Will +6 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 14 
  Speed 40 ft. 
  Melee gore +16 [ +18 ] (2d8+10 [ +12 ]), slam +16 [ +18 ] (2d6+10  
  [ +12 ]) 
  Special Attacks trample (2d8+15 [ +17 ]; DC 25 [ 27 ]) 
  Str 30 [ 34 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 7 
  Base Atk +8; CMB +20 [ +22 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power 
  Attack, Skill Focus (Perception) 
  Skills Perception +21 
  SQ smite evil, trample 
  Special Abilities 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +11 
  to damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  Trample (Ex) As a full-round action, the elephant can attempt to overrun 
  any creature that is at least one size category smaller than itself. This 
  works just like the overrun combat maneuver, but the elephant does not 
  need to make a check, it merely has to move over opponents in its path. 
  Targets of a trample take 2d8+15 [ +17 ] points of damage. Targets of a 
  trample can make an attack of opportunity, but at a –4 penalty. If targets 
  forgo an attack of opportunity, they can attempt to avoid the elephant and 
  receive a DC 25 [ 27 ] Reflex save to take half damage. An elephant can 
  only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature 
   
  These large land animals, majestically wandering the plains in tightly knit 
  family herds, are symbols of wisdom and strength.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Elephant, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +21 
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size) 
  hp 93 [ 115 ] (11d8+44 [ +66 ]) 
  Fort +13 [ +15 ], Ref +7, Will +6 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 14 
  Speed 40 ft. 
  Melee gore +16 [ +18 ] (2d8+10 [ +12 ]), slam +16 [ +18 ] (2d6+10  
  [ +12 ]) 
  Special Attacks trample (2d8+15 [ +17 ]; DC 25 [ 27 ]) 
  Str 30 [ 34 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 7 
  Base Atk +8; CMB +20 [ +22 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power 
  Attack, Skill Focus (Perception) 
  Skills Perception +21 
  SQ smite good, trample 
  Special Abilities 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, 
  +11 to damage; against good foes; smite persists until target is dead or 
  the fiendish creature rests). 
   
  Trample (Ex) As a full-round action, the elephant can attempt to overrun 
  any creature that is at least one size category smaller than itself. This 
  works just like the overrun combat maneuver, but the elephant does not 
  need to make a check, it merely has to move over opponents in its path. 
  Targets of a trample take 2d8+15 [ +17 ] points of damage. Targets of a 
  trample can make an attack of opportunity, but at a –4 penalty. If targets 
  forgo an attack of opportunity, they can attempt to avoid the elephant and 
  receive a DC 25 [ 27 ] Reflex save to take half damage. An elephant can 
  only deal trampling damage to each target once per round, no matter how 
  many times its movement takes it over a target creature 
   
  These large land animals, majestically wandering the plains in tightly knit 
  family herds, are symbols of wisdom and strength.  
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Erinyes (Summon Monster VI) 
  LE Medium outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +16 
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 dodge, +6 natural) 
  hp 94 [ 112 ] (9d10+45 [ +63 ]) 
  Fort +11 [ +13 ], Ref +12, Will +7 
  DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 19 
  Speed 30 ft., fly 50 ft. (good) 
  Melee +1 longsword +15/+10 [ +17/+12 ] (1d8+8 [ +10 ]/19–20) 
  Ranged +1 flaming composite longbow +14/+14/+9 [ +16/+16/+11 ] 
  (1d8+6 [ +8 ]/×3 plus 1d6 fire) or rope +15 touch (entangle) 
  Spell-Like Abilities (CL 12th) 
   
  Constant—true seeing 
   
  At will—fear (single target, DC 19), greater teleport (self plus 50  
             lbs. of objects only), minor  image (DC 17), unholy blight (DC 19) 
   
  1/day—summon (level 3, 2 bearded devils, 50%) 
  Str 20 [ 24 ], Dex 23, Con 21 [ 25], Int 14, Wis 18, Cha 21 
  Base Atk +9; CMB +14 [ +16 ]; CMD 31 [ 33 ] 
  Feats Combat Reflexes, DodgeB, MobilityB, Point-Blank Shot, Precise Shot, 
  Rapid Shot, Shot on the Run 
  Skills Acrobatics +18, Bluff +17, Diplomacy +14, Escape Artist +12, Fly 
  +19, Intimidate +17, Knowledge (planes) +8, Knowledge (religion) +8, 
  Perception +16, Sense Motive +10, Stealth +15 
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. 
  Special Abilities 
  Entangle (Su) Each erinyes carries a 50-foot-long rope that entangles 
  opponents of any size as an animate rope spell (CL 16th, DC 20). An 
  erinyes can hurl its rope 30 feet with no range penalty. An erinyes's rope 
  functions only for the erinyes who made it and no other. The save DC is 
  Dexterity-based. 
   
  All erinyes weave deadly living ropes from their own hair, which they use in 
  battle to lift their foes into the air, mocking and condemning their victims 
  for their transgressions before dropping them from great heights. 
   
  Erinyes appear as darkly beautiful angels, augmenting their sensuality with 
  deliberate bruises and scars. Most erinyes stand just under 6 feet tall and 
  weigh approximately 140 pounds, even with their black- feathered wings 
  that stretch over 10 feet wide.  
   
  NOTES:_________________________________________________ 
  
  Giant Octopus, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8 
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) 
  hp 90 [ 114 ] (12d8+36 [ +60 ]) 
  Fort +11 [ +13 ], Ref +12, Will +7 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 14 
  Defensive Abilities ink cloud (30-foot-radius sphere) 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +13 [ +15 ] (1d8+5 [ +7 ] plus poison), 8 tentacles +11  
  [ +13 ] (1d4+2 [ +4 ] plus grab) 
  Special Attack constrict (tentacle, 1d4+2 [ +4 ]) 
  Str 20 [ 24 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 3 
  Base Atk +9; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 27  
  [ 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 +13  
  [ +15 ]; Racial Modifiers +10 Escape Artist, +8 Stealth 
  SQ constrict, poison, smite evil 
  Special Abilities 
  Constrict (Ex) The octopus can crush an opponent, dealing 
  bludgeoning damage, when it makes a successful grapple check (in 
  addition to any other effects caused by a successful check, including 
  additional damage).  
   
  Poison (Ex) Bite—injury; save Fort DC 19 [ 21 ]; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +12 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The giant octopus is a true monster capable of catching and eating 
  sharks, humans, or anything else it can grab with its tentacles.  
   
  NOTES:_________________________________________________ 
  Giant Octopus, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Large animal (aquatic) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8 
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) 
  hp 90 [ 114 ] (12d8+36 [ +60 ]) 
  Fort +11 [ +13 ], Ref +12, Will +7 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 14 
  Defensive Abilities ink cloud (30-foot-radius sphere) 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +13 [ +15 ] (1d8+5 [ +7 ] plus poison), 8 tentacles +11  
  [ +13 ] (1d4+2 [ +4 ] plus grab) 
  Special Attack constrict (tentacle, 1d4+2 [ +4 ]) 
  Str 20 [ 24 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 3 
  Base Atk +9; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 27  
  [ 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 +13  
  [ +15 ]; Racial Modifiers +10 Escape Artist, +8 Stealth 
  SQ constrict, poison, smite good 
  Special Abilities 
  Constrict (Ex) The octopus can crush an opponent, dealing 
  bludgeoning damage, when it makes a successful grapple check (in 
  addition to any other effects caused by a successful check, including 
  additional damage).  
   
  Poison (Ex) Bite—injury; save Fort DC 19 [ 21 ]; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +12 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  The giant octopus is a true monster capable of catching and eating 
  sharks, humans, or anything else it can grab with its tentacles.  
   
  NOTES:_________________________________________________ 
  Invisible Stalker (Summon Monster VI) 
  N Medium outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft.; Perception +12 
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) 
  hp 80 [ 94 ] (7d10+42 [ +56 ]) 
  Fort +13 [ +15 ], Ref +11, Will +4 
  Defensive Abilities natural invisibility; Immune elemental traits 
  Speed 30 ft., fly 30 (perfect) 
  Melee 2 slams +12 [ +14 ] (2d6+4 [ +6 ]) 
  Str 18 [ 22 ], Dex 19, Con 22 [ 26 ], Int 14, Wis 15, Cha 11 
  Base Atk +7; CMB +11 [ +13 ]; CMD 25 [ 27 ] 
  Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, 
  Weapon Focus (slam) 
  Skills Acrobatics +14, Bluff +10, Fly +22, Knowledge (planes) +12, 
  Perception +12, Sense Motive +12, Stealth +14, Survival +12 
  Languages Auran, Common 
  SQ improved tracking 
  Special Abilities 
  Improved Tracking (Ex) An invisible stalker takes no penalty to 
  Survival checks when tracking and moving at any speed. 
   
  Natural Invisibility (Ex) This ability is constant—an invisible stalker 
  remains invisible at all times, even when attacking. As this ability is 
  inherent, it is not subject to the invisibility purge spell. Against foes 
  that cannot pinpoint it, the invisible stalker gains a +20 bonus on 
  Stealth checks when moving, or +40 when standing still—these 
  bonuses are not included in the statistics above. 
   
  Due to their constant summoning, many invisible stalkers harbor 
  hostility for those dwelling on the Material Plane. These creatures 
  automatically try to use inconsistencies in the wording of their tasks 
  and literal twists on the intention to find a way to inconvenience, 
  injure, or even kill the priest or arcanist that brought them to the 
  plane.  
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Lillend (Summon Monster VI) 
  CG Large outsider (azata, chaotic, extraplanar, good) [ ( augmented) ] 
  Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13 
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) 
  hp 73 [ 87 ] (7d10+35 [ +49 ]) 
  Fort +7 [ +9 ], Ref +10, Will +10 
  Immune electricity, petrification, poison; Resist cold 10, fire 10 
  Speed 30 ft., fly 70 ft. (average) 
  Melee +1 longsword +12/+7 [ +14/+9 ] (2d6+8 [ +10 ]/19–20), tail slap 
  +6 [ +8 ] (2d6+2 [ +4 ] plus grab) 
  Special Attacks bardic performance (20 rounds/day), constrict (2d6+5  
  [ +7 ]) 
  Spell-Like Abilities (CL 7th) 
   
  3/day—darkness, hallucinatory terrain (DC 18), knock, light 
   
  1/day—charm person (DC 15), speak with animals, speak with   
             plants 
  Spells Known (CL 7th) 
   
  3rd (2/day)—charm monster (DC 17) 
   
  2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16),  
            suggestion (DC 16) 
   
  1st (5/day)—charm person (DC 15), cure light wounds, identify,  
            sleep (DC 15) 
   
  0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC  
            14), mage hand, read magic 
  Str 20 [ 24 ], Dex 17, Con 21 [ 25 ], Int 14, Wis 16, Cha 19 
  Base Atk +7; CMB +13 [ +15 ]; CMD 26 [ 28 ] (can't be tripped) 
  Feats Combat Casting, Hover, Iron Will, Lightning Reflexes 
  Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, 
  Perception +13, Perform (stringed instruments) +16, Sense Motive +13, 
  Survival +14; Racial Modifiers +4 Survival 
  Languages Celestial, Draconic, Infernal; truespeech 
  Special Abilities 
  Bardic Performance A lillend has the bardic performance ability of a 7th-
  level bard, granting her access to that ability's countersong, fascinate, 
  inspire courage, inspire competence, and suggestion aspects. 
   
  Spells A lillend casts spells as a 7th-level bard. They favor enchantment 
  and healing spells. 
   
  A lillend's lower section is about 20 feet long, and a typical lillend weighs 
  3,800 pounds. 
   
  NOTES:_____________________________________________________ 
  
  Shadow Demon (Summon Monster VI) 
  CE Medium outsider (chaotic, demon, evil, extraplanar, incorporeal)  
  [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft.; Perception +20 
  AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex) 
  hp 59 [ 73 ] (7d10+21 [ +35 ]) 
  Fort +5 [ +7 ], Ref +11, Will +7 
  Defensive Abilities incorporeal; DR 10/cold iron or good; Immune cold, 
  electricity, poison; Resist acid 10, fire 10; SR 17 
  Weaknesses sunlight powerlessness 
  Speed fly 40 ft. (perfect) 
  Melee 2 claws +11 touch (1d6 plus 1d6 cold), bite +11 touch (1d8 plus 
  1d6 cold) 
  Special Attacks pounce, sprint, shadow blend 
  Spell-Like Abilities (CL 10th) 
   
  At will—deeper darkness, fear (DC 18), greater teleport (self only),  
            telekinesis (DC 19) 
   
  3/day—shadow conjuration (DC 18), shadow evocation (DC 19) 
   
  1/day—magic jar (DC 19), summon (level 3, shadow demon 50%) 
  Str —, Dex 18, Con 17 [ 21 ], Int 14, Wis 14, Cha 19 
  Base Atk +7; CMB +11; CMD 25 
  Feats Blind-Fight, Combat Reflexes, Improved Initiative, Lightning Reflexes 
  Skills Acrobatics +14, Bluff +14, Fly +22, Knowledge (local) +12, 
  Knowledge (planes) +12, Perception +20, Sense Motive +12, Stealth +14; 
  Racial Modifiers +8 Perception 
  Languages Abyssal, Common; telepathy 100 ft. 
  Special Abilities 
  Sprint (Ex) Once per minute, a shadow demon fly at 240 feet for 1 round. 
   
  Shadow Blend (Su) During any conditions other than bright light, a 
  shadow demon can disappear into the shadows as a move-equivalent 
  action, effectively becoming invisible. Artificial illumination or light spells of 
  2nd level or lower do not negate this ability. 
   
  Sunlight Powerlessness (Ex) A shadow demon is utterly powerless in 
  bright light or natural sunlight and flees from it. A shadow demon caught in 
  such light cannot attack and can take only a single move or attack action. A 
  shadow demon that is possessing a creature using magic jar is not harmed 
  by sunlight, but if it is struck by a sunbeam or sunray spell, the shadow 
  demon is driven out of its host automatically. 
   
  NOTES:_____________________________________________________ 
  Succubus (Summon Monster VI) 
  CE Medium outsider (chaotic, demon, evil, extraplanar) [ ( augmented) ] 
  Init +3; Senses darkvision 60 ft., detect good; Perception +21, 
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural) 
  hp 84 [ 100 ] (8d10+40 [ +56 ]) 
  Fort +7 [ +9 ], Ref +9, Will +10 
  DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, 
  cold 10; SR 18 
  Speed 30 ft., fly 50 ft. (average) 
  Melee 2 claws +11 [ +13 ] (1d6+1 [ +3 ]) 
  Special Attacks energy drain, profane gift 
  Spell-Like Abilities (CL 12th) 
   
  Constant—detect good, tongues 
   
  At will—charm monster (DC 22), detect thoughts (DC 20), ethereal  
            jaunt (self plus 50 lbs. of objects only), suggestion (DC 21), greater  
            teleport (self plus 50 lbs. of objects only), vampiric touch 
   
  1/day—dominate person (DC 23), summon (level 3, 1 babau 50%) 
  Str 13 [ 17 ], Dex 17, Con 20 [ 24 ], Int 18, Wis 14, Cha 27 
  Base Atk +8; CMB +11 [ +13 ]; CMD 22 [ 24 ] 
  Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse 
  Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist +11, Fly 
  +14, Intimidate +16, Knowledge (local) +15, Perception +21, Sense 
  Motive +13, Stealth +14; Racial Modifiers +8 Bluff, +8 Perception 
  Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 
  ft. 
  SQ change shape (alter self, Small or Medium humanoid) 
  Special Abilities 
  Energy Drain (Su) An unwilling victim must be grappled before the 
  succubus can use this ability. The succubus's kiss bestows one negative 
  level and acts as a suggestion spell, asking the victim to accept another act 
  of passion from the succubus (DC 22 Will negates). The DC is 22 for the 
  Fortitude save to remove a negative level.  
   
  Profane Gift (Su) Once per day as a full-round action, a succubus may 
  grant a profane gift to a willing humanoid by touching it for 1 full round. 
  Target gains a +2 profane bonus to any ability score. One creature may 
  have no more than one profane gift at a time. As long as the profane gift 
  persists, the succubus can communicate telepathically with the target 
  across any distance (and may use her suggestion through it). A profane gift 
  is removed by dispel evil or dispel chaos. The succubus can remove it as 
  well as a free action (causing 2d6 Charisma drain to the victim, no save). 
   
  NOTES:_____________________________________________________ 
  Triceratops, Celestial (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +21 
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size) 
  hp 119 [ 147 ] (14d8+56 [+84 ]) 
  Fort +15 [ +17 ], Ref +8, Will +5 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 13 
  Speed 30 ft. 
  Melee gore +17 [ +19 ] (2d10+12 [ +14 ]) 
  Special Attacks powerful charge (gore, 4d10+16 [ +18 ]), trample 
  (1d8+12 [ +14 ], DC 25 [ 27 ]) 
  Str 26 [ 30 ], Dex 9, Con 19 [ 23 ], Int 2, Wis 12, Cha 7 
  Base Atk +10; CMB +20 [ +22 ]; CMD 29 [ 33 ] (33 [ 37 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power 
  Attack, Run, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +21 
  SQ powerful charge, smite evil 
  Special Abilities 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +14 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The triceratops is a stubborn and short-tempered herbivore. 
   
  A typical triceratops is 30 feet long and weighs 20,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Triceratops, Fiendish (Summon Monster VI) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +21 
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size) 
  hp 119 [ 147 ] (14d8+56 [+84 ]) 
  Fort +15 [ +17 ], Ref +8, Will +5 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 13 
  Speed 30 ft. 
  Melee gore +17 [ +19 ] (2d10+12 [ +14 ]) 
  Special Attacks powerful charge (gore, 4d10+16 [ +18 ]), trample 
  (1d8+12 [ +14 ], DC 25 [ 27 ]) 
  Str 26 [ 30 ], Dex 9, Con 19 [ 23 ], Int 2, Wis 12, Cha 7 
  Base Atk +10; CMB +20 [ +22 ]; CMD 29 [ 33 ] (33 [ 37 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power 
  Attack, Run, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +21 
  SQ powerful charge, smite good 
  Special Abilities 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +14 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  The triceratops is a stubborn and short-tempered herbivore. 
   
  A typical triceratops is 30 feet long and weighs 20,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  
  Bebilith (Summon Monster VII) 
  CE Huge outsider (chaotic, evil, extraplanar) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., scent; Perception +16 
  AC 22, touch 9, flat-footed 21 (+1 Dex, +13 natural, –2 size) 
  hp 150 [ 174 ] (12d10+84 [ +108 ]) 
  Fort +15 [ +17 ], Ref +11, Will +7 
  DR 10/good 
  Speed 40 ft., climb 20 ft. 
  Melee bite +19 [ +21 ] (2d6+9 [ +11 ] plus rot) and 2 claws +19 [ +21 ] 
  (2d4+9 [ +11 ]/19–20) 
  Special Attacks dismantle armor, penetrating strike, web (+11 ranged, 
  DC 23 [ 25 ], 12 hp) 
  Spell-Like Abilities (CL 12th) 
   
  At will—plane shift (bebilith only) 
  Str 28 [ 32 ], Dex 12, Con 24 [ 28 ], Int 11, Wis 13, Cha 13 
  Base Atk +12; CMB +23 [ +25 ]; CMD 34 [ 36 ] (46 [ 48 ] vs. trip) 
  Feats Cleave, Improved Critical (claws), Improved Initiative, Iron Will, 
  Lightning Reflexes, Power Attack 
  Skills Acrobatics +16, Climb +32 [ +34 ], Perception +16, Sense Motive 
  +16, Stealth +16, Survival +16; Racial Modifiers +8 Stealth 
  Languages Abyssal (cannot speak); telepathy 100 ft. 
  Special Abilities 
  Dismantle Armor (Ex) If a bebilith hits with both claw attacks, it can peel 
  away the target's armor and shield as a free action by making a CMB 
  check. If successful, the target's armor and shield are dismantled, falling to 
  the ground. Armor subjected to this attack loses half its hit points and 
  gains the broken condition if the target fails a DC 25 [ 27 ] Reflex save.  
   
  Penetrating Strike (Su) A bebilith's natural weapons are treated as 
  chaotic and magical for the purposes of penetrating damage reduction. 
  Against creatures with the demon type, its natural weapons are also 
  treated as cold iron and good. 
   
  Rot (Su) A bebilith's bite causes a horrible withering and weakening of the 
  flesh, resulting in a hideous melting and foul rotting effect. This 
  catastrophic withering begins on the round the creature is bitten and 
  continues for another 4 rounds thereafter, for 5 rounds of withering in all. 
  Each round the rot persists, the target must succeed on a DC 23 [ 25 ] 
  Fortitude save or take 2 points of Constitution damage. If the target makes 
  two consecutive saving throws in a row, the effect is cured. Heal can also 
  halt the rot effect.  
   
  NOTES:_____________________________________________________ 
  Bone Devil (Summon Monster VII) 
  LE Large outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +19 
  Aura fear aura (5 ft., DC 19, 1d6 rounds) 
  AC 25, touch 14, flat-footed 20 (+5 Dex, +11 natural, –1 size) 
  hp 105 [ 125 ] (10d10+50 [ +70 ]) 
  Fort +12 [ +14 ], Ref +12, Will +7 
  DR 10/good; Immune fire, poison; Resist acid 10, cold 10; SR 20 
  Speed 40 ft., fly 60 ft. (good) 
  Melee bite +14 [ +16 ] melee (1d8+5 [ +7 ]), 2 claws +14 [ +16 ] melee 
  (1d6+5 [ +7 ]), sting +14 [ +16 ] melee (3d4+5 [ +7 ] plus poison) 
  Spell-Like Abilities (CL 12th) 
   
  Constant—fly 
   
  At will—dimensional anchor, greater teleport (self plus 50 lbs. of  
             objects only), invisibility (self only), major image (DC 17), wall of  
             ice 
   
  3/day—quickened invisibility (self only) 
   
  1/day—summon (level 4, 1 bone devil, 35%) 
  Str 21 [ 25 ], Dex 21, Con 20 [ 24 ], Int 16, Wis 15, Cha 18 
  Base Atk +10; CMB +16 [ +18 ]; CMD 31 [ 33 ] 
  Feats Alertness, Combat Reflexes, Improved Initiative, Iron Will, Quicken 
  Spell-Like Ability (invisibility) 
  Skills Bluff +17, Diplomacy +17, Fly +21, Intimidate +17, Knowledge 
  (planes) +16, Perception +19, Sense Motive +19, Spellcraft +16, Stealth 
  +14 
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 20 [ 22 ]; frequency 1/round for 6 
  rounds; effect 1d3 Str damage; cure 2 consecutive saves.  
   
  In battle, bone devils (also known as osyluths) use quickened invisibility 
  after each attack to confuse foes. Many osyluths carry twisted and eerie 
  bone weapons, but these tools are more for torture and intimidation than 
  actual combat. 
   
  Osyluths tower over lesser devils at 9 feet tall—though their tails and 
  fearsome but useless wings make them appear much larger—and weigh 
  upward of 400 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Brachiosaurus, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +27 
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size) 
  hp 171 [ 207 ] (18d8+90 [ +126 ]) 
  Fort +18 [ +20 ], Ref +11, Will +9 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 16 
  Speed 30 ft. 
  Melee tail +22 [ +24 ] (4d6+19 [ +21 ]) 
  Special Attack trample (2d6+19 [ +21 ], DC 32 [ 34 ]) 
  Str 37 [ 41 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 10 
  Base Atk +13; CMB +30 [ +32 ]; CMD 40 [ 42 ] (44 [ 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 
  SQ trample, smite evil 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +18 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  A brachiosaurus is 80 feet long and weighs 32 tons. 
   
  NOTES:_________________________________________________ 
   
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  __________________________________________________ 
  Brachiosaurus, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +27 
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size) 
  hp 171 [ 207 ] (18d8+90 [ +126 ]) 
  Fort +18 [ +20 ], Ref +11, Will +9 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 16 
  Speed 30 ft. 
  Melee tail +22 [ +24 ] (4d6+19 [ +21 ]) 
  Special Attack trample (2d6+19 [ +21 ], DC 32 [ 34 ]) 
  Str 37 [ 41 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 10 
  Base Atk +13; CMB +30 [ +32 ]; CMD 40 [ 42 ] (44 [ 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 
  SQ trample, smite good 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +18 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  A brachiosaurus is 80 feet long and weighs 32 tons. 
   
  NOTES:_________________________________________________ 
   
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  Dire Crocodile, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14 
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size) 
  hp 138 [ 162 ] (12d8+84 [ +108 ]) 
  Fort +15 [ +17 ], Ref +8, Will +8 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +18 [ +20 ] (3d6+13 [ +15 ]/19–20 plus grab) and tail slap 
  +13 [ +15 ] (4d8+6 [ +8 ]) 
  Special Attacks death roll (3d6+19 [ +21 ] plus trip), swallow whole 
  (3d6+13 [ +15 ], AC 16, 13 hp) 
  Str 37 [ 41 ], Dex 10, Con 25 [ 29 ], Int 1, Wis 14, Cha 2 
  Base Atk +9; CMB +26 [ +28 ] (+30 [ +32 ] grapple); CMD 36 [ 38 ]  
  (40 [ 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 [ +23 ]; Racial 
  Modifiers +8 Stealth in water 
  SQ hold breath, smite evil 
  Grab (Ex) If the crocodile hits with its bite, it deals normal damage and can 
  start a grapple as a free action without provoking an attack of opportunity. 
  Grab works only against opponents at least one size category smaller than 
  the crocodile. Each successful check it makes automatically deals the 
  damage indicated for the attack that established the hold. 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 14 [ 16 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a crocodile is 17. If a swallowed 
  creature cuts its way out, the crocodile cannot use swallow whole again 
  until the damage is healed. If the swallowed creature escapes the grapple, 
  success puts it back in the crocodile’s mouth, where it may be bitten or 
  swallowed again. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +12 
  to damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  NOTES:_________________________________________________ 
  Dire Crocodile, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft., low-light vision; Perception +14 
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size) 
  hp 138 [ 162 ] (12d8+84 [ +108 ]) 
  Fort +15 [ +17 ], Ref +8, Will +8 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +18 [ +20 ] (3d6+13 [ +15 ]/19–20 plus grab) and tail slap 
  +13 [ +15 ] (4d8+6 [ +8 ]) 
  Special Attacks death roll (3d6+19 [ +21 ] plus trip), swallow whole 
  (3d6+13 [ +15 ], AC 16, 13 hp) 
  Str 37 [ 41 ], Dex 10, Con 25 [ 29 ], Int 1, Wis 14, Cha 2 
  Base Atk +9; CMB +26 [ +28 ] (+30 [ +32 ] grapple); CMD 36 [ 38 ]  
  (40 [ 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 [ +23 ]; Racial 
  Modifiers +8 Stealth in water 
  SQ hold breath, smite good 
  Grab (Ex) If the crocodile hits with its bite, it deals normal damage and can 
  start a grapple as a free action without provoking an attack of opportunity. 
  Grab works only against opponents at least one size category smaller than 
  the crocodile. Each successful check it makes automatically deals the 
  damage indicated for the attack that established the hold. 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 14 [ 16 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a crocodile is 17. If a swallowed 
  creature cuts its way out, the crocodile cannot use swallow whole again 
  until the damage is healed. If the swallowed creature escapes the grapple, 
  success puts it back in the crocodile’s mouth, where it may be bitten or 
  swallowed again. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, 
  +12 to damage; against good foes; smite persists until target is dead or 
  the fiendish creature rests). 
   
  NOTES:_________________________________________________ 
  Dire Shark, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal (aquatic) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., blindsense 30 ft., keen scent; 
  Perception +25 
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size) 
  hp 112 [ 142 ] (15d8+45 [ +75]) 
  Fort +14 [ +16 ], Ref +13, Will +8 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Speed swim 60 ft. 
  Melee bite +17 [ +19 ] (4d10+15 [ +17 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d6+15 [ +17 ] damage, AC 17, 11 hp) 
  Str 30 [ 34 ], Dex 15, Con 17 [ 21 ], Int 1, Wis 12, Cha 10 
  Base Atk +11; CMB +25 [ +27 ] (+29 [ +31 ] grapple); CMD 37 [ 39 ] 
  Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical 
  (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (Perception) 
  Skills Perception +25, Swim +18 [ +20 ] 
  SQ smite evil 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +15 
  to damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 11 [ 14 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a shark is 17. If a swallowed 
  creature cuts its way out, the shark cannot use swallow whole again until 
  the damage is healed. If the swallowed creature escapes the grapple, 
  success puts it back in the shark’s mouth, where it may be bitten or 
  swallowed again. 
   
  The true nightmare of the sea is the megalodon, a shark that represents 
  the pinnacle of this species' evolution. Horrifying in its immense size and 
  ruinous appetite, the megalodon is certainly the beast behind many legends 
  of enormous fish that swallow ships whole. A megalodon is 60 feet long and 
  weighs 100,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Dire Shark, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal (aquatic) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., blindsense 30 ft., keen scent; 
  Perception +25 
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size) 
  hp 112 [ 142 ] (15d8+45 [ +75]) 
  Fort +14 [ +16 ], Ref +13, Will +8 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Speed swim 60 ft. 
  Melee bite +17 [ +19 ] (4d10+15 [ +17 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d6+15 [ +17 ] damage, AC 17, 11 hp) 
  Str 30 [ 34 ], Dex 15, Con 17 [ 21 ], Int 1, Wis 12, Cha 10 
  Base Atk +11; CMB +25 [ +27 ] (+29 [ +31 ] grapple); CMD 37 [ 39 ] 
  Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved Critical 
  (bite), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (Perception) 
  Skills Perception +25, Swim +18 [ +20 ] 
  SQ smite good 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, 
  +15 to damage; against good foes; smite persists until target is dead or 
  the fiendish creature rests). 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 11 [ 14 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a shark is 17. If a swallowed 
  creature cuts its way out, the shark cannot use swallow whole again until 
  the damage is healed. If the swallowed creature escapes the grapple, 
  success puts it back in the shark’s mouth, where it may be bitten or 
  swallowed again. 
   
  The true nightmare of the sea is the megalodon, a shark that represents 
  the pinnacle of this species' evolution. Horrifying in its immense size and 
  ruinous appetite, the megalodon is certainly the beast behind many legends 
  of enormous fish that swallow ships whole. A megalodon is 60 feet long and 
  weighs 100,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  
  Elemental, Air, Greater (Summon Monster VII) 
  N Huge outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +14; Senses darkvision 60 ft.; Perception +16 
  AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 
  size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +18, Will +6 
  Defensive Abilities air mastery; DR 10/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +21 (2d8+7 [ +9 ]) 
  Special Attacks whirlwind (3/day, 10–60 ft. high, 2d8+7 [ +9 ] 
  damage, DC 23 [ 25 ]) 
  Str 24 [ 28 ], Dex 31, Con 18 [ 22 ], Int 8, Wis 11, Cha 11 
  Base Atk +13, CMB +22 [ +24 ]; CMD 43 [ 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 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  Elemental, Earth, Greater (Summon Monster VII) 
  N Huge outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16 
  AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size) 
  hp 136 [ 162 ] (13d10+65 [ +91 ]) 
  Fort +13 [ +15 ], Ref +3, Will +8 
  Defensive Abilities earth mastery; DR 10/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee 2 slams +21 [ +23 ] (2d10+10 [ +12 ]) 
  Special Attacks earth mastery 
  Str 30 [ 34 ], Dex 8, Con 21 [ 25 ], Int 8, Wis 11, Cha 11 
  Base Atk +13; CMB +25 [ +27 ]; CMD 34 [ 36 ] 
  Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, 
  Improved Bull RushB, Improved Overrun, Improved Sunder, Power Attack 
  Skills Appraise +10, Climb +25 [ +27 ], Knowledge (dungeoneering) +10, 
  Knowledge (planes) +13, Perception +16, Stealth +7 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 
  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. 
    
  A Greater earth elemental is about 36 feet tall and weighs about 54,000 
  lbs.  An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals look 
  like terrestrial animals made out of rock, earth, or even crystal, with 
  glowing gemstones for eyes. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Elemental, Fire, Greater (Summon Monster VII) 
  N Huge outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +12; Senses darkvision 60 ft.; Perception +16 
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 
  size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +16, Will +6 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +19 (2d8+7 [ +9 ] plus burn) 
  Special Attacks burn (2d8, DC 20 [ 22 ]) 
  Str 24 [ 28 ], Dex 27, Con 18 [ 22 ], Int 8, Wis 11, Cha 11 
  Base Atk +13; CMB +22; CMD 41 [ 43 ] 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron 
  Will, Mobility, Spring Attack, Weapon FinesseB, Wind Stance 
  Skills Acrobatics +23, Climb +20 [ +22 ], Escape Artist +21, 
  Intimidate +15, Knowledge (planes) +10, Perception +16 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 20 [ 22 ] Reflex save or catch fire, taking 1d8 damage 
  for an additional 1d8 rounds at the start of turn. Burning creature can 
  attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire damage 
  as though hit by the elemental and must make a Reflex save to avoid 
  catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  Elemental, Water, Greater (Summon Monster VII) 
  N Huge outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft.; Perception +16 
  AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 
  size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +15, Will +4 
  Defensive Abilities DR 10/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +20 [ +22 ] (2d8+10 [ +12 ]) 
  Special Attacks drench, vortex (DC 25 [ 27 ]), water mastery 
  Str 28 [ 32 ], Dex 20, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +13; CMB +24 [ +26 ]; CMD 40 [ 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 [ +32 ] 
  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 (CL 13th). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage.  
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  
  Giant Squid, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Huge animal (aquatic) [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +22 
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size) 
  hp 102 [ 126 ] (12d8+48 [ +72 ]) 
  Fort +14 [ +16 ], Ref +13, Will +5 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Defensive Ability ink cloud (20-ft. radius) 
  Speed swim 60 ft., jet 260 ft. 
  Melee bite +14 [ +16 ] (2d6+7 [ +9 ]), 2 arms +14 [ +16 ] (1d6+7 
  [ +9 ]), tentacles +12 [ +14 ] (4d6+3 [ +5 ] plus grab) 
  Special Attacks constrict (4d6+10 [ +12 ]) 
  Str 25 [ 29 ], Dex 17, Con 19 [ 23 ], Int 2, Wis 12, Cha 2 
  Base Atk +9; CMB +18 [ +20 ] (+22 [ +24 ] grapple); CMD 31 
  [ 33 ] 
  Feats Combat Reflexes, Great Fortitude, Improved Critical, Improved 
  Initiative, Lightning Reflexes, MultiattackB, Skill Focus (Perception) 
  Skills Perception +22, Swim +15 [ +17 ] 
  SQ smite evil 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +12 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Ink Cloud (Ex) A squid can emit a 20-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. 
   
  The giant squid is a legendary beast capable of feeding on humans 
  with ease. A giant squid is 45 feet long and weighs 1,500 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Giant Squid, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Huge animal (aquatic) [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +22 
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size) 
  hp 102 [ 126 ] (12d8+48 [ +72 ]) 
  Fort +14 [ +16 ], Ref +13, Will +5 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Defensive Ability ink cloud (20-ft. radius) 
  Speed swim 60 ft., jet 260 ft. 
  Melee bite +14 [ +16 ] (2d6+7 [ +9 ]), 2 arms +14 [ +16 ] (1d6+7 
  [ +9 ]), tentacles +12 [ +14 ] (4d6+3 [ +5 ] plus grab) 
  Special Attacks constrict (4d6+10 [ +12 ]) 
  Str 25 [ 29 ], Dex 17, Con 19 [ 23 ], Int 2, Wis 12, Cha 2 
  Base Atk +9; CMB +18 [ +20 ] (+22 [ +24 ] grapple); CMD 31 
  [ 33 ] 
  Feats Combat Reflexes, Great Fortitude, Improved Critical, Improved 
  Initiative, Lightning Reflexes, MultiattackB, Skill Focus (Perception) 
  Skills Perception +22, Swim +15 [ +17 ] 
  SQ smite good 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +12 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  Ink Cloud (Ex) A squid can emit a 20-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. 
   
  The giant squid is a legendary beast capable of feeding on humans 
  with ease. A giant squid is 45 feet long and weighs 1,500 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Mastodon, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +24 
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size) 
  hp 133 [ 161 ] (14d8+70 [ +98 ]) 
  Fort +14 [ +16 ], Ref +10, Will +7 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Speed 40 ft. 
  Melee gore +21 [ +23 ] (2d8+12 [ +14 ]), slam +20 [ +22 ] 
  (2d6+12 [ +14 ]) 
  Special Attacks trample (2d8+18 [ +20 ], DC 29) 
  Str 34 [ 38 ], Dex 12, Con 21 [ 25 ], Int 2, Wis 13, Cha 7 
  Base Atk +10; CMB +24 [ +26 ], CMD 35 [ 37 ] (39 [ 41 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +24 
  SQ smite evil 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +14 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  The great mastodons are primeval cousins of elephants. Their large 
  tusks dwarf those of regular elephants, jutting outward and then 
  curving back toward one another at the tips. Shaggy woolly 
  mammoths are a mastodon variant adapted to cold environments, but 
  have the same statistics. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Mastodon, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Huge animal [ ( augmented) ] 
  Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +24 
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size) 
  hp 133 [ 161 ] (14d8+70 [ +98 ]) 
  Fort +14 [ +16 ], Ref +10, Will +7 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Speed 40 ft. 
  Melee gore +21 [ +23 ] (2d8+12 [ +14 ]), slam +20 [ +22 ] 
  (2d6+12 [ +14 ]) 
  Special Attacks trample (2d8+18 [ +20 ], DC 29) 
  Str 34 [ 38 ], Dex 12, Con 21 [ 25 ], Int 2, Wis 13, Cha 7 
  Base Atk +10; CMB +24 [ +26 ], CMD 35 [ 37 ] (39 [ 41 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +24 
  SQ smite good 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +14 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  The great mastodons are primeval cousins of elephants. Their large 
  tusks dwarf those of regular elephants, jutting outward and then 
  curving back toward one another at the tips. Shaggy woolly 
  mammoths are a mastodon variant adapted to cold environments, but 
  have the same statistics. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  
  Roc, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +15 
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size) 
  hp 120 [ 152 ] (16d8+48 [ +80 ]) 
  Fort +13 [ +15 ], Ref +14, Will +8 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Speed 20 ft., fly 80 ft. (average) 
  Melee 2 talons +18 [ +20 ] (2d6+9 [ +11 ]/19–20 plus grab), bite 
  +17 [ +19 ] (2d8+9 [ +11 ]) 
  Str 28 [ 32 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 11 
  Base Atk +12; CMB +25 [ +27 ] (+29 [ 31 ] grapple); CMD 37 [ 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 
  SQ smite evil 
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, 
  +16 to damage; against evil foes; smite persists until target is dead or 
  the celestial creature rests). 
   
  Grab (Ex) If the roc hits with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action without provoking an 
  attack of opportunity. Unless otherwise noted, grab works only against 
  opponents at least one size category smaller than the creature. Each 
  successful grapple check it makes during successive rounds 
  automatically deals the damage indicated. 
   
  Rocs are terrifying, legendary birds renowned for their ability to carry 
  off elephants and other big animals. A typical roc is 30 feet long from 
  beak to tail, with an 80-foot wingspan and weight of up to 8,000 
  pounds. Rocs are most commonly white but can be a number of 
  different colors, from dark brown or gold to black or blood red. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Roc, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +15 
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size) 
  hp 120 [ 152 ] (16d8+48 [ +80 ]) 
  Fort +13 [ +15 ], Ref +14, Will +8 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Speed 20 ft., fly 80 ft. (average) 
  Melee 2 talons +18 [ +20 ] (2d6+9 [ +11 ]/19–20 plus grab), bite 
  +17 [ +19 ] (2d8+9 [ +11 ]) 
  Str 28 [ 32 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 11 
  Base Atk +12; CMB +25 [ +27 ] (+29 [ 31 ] grapple); CMD 37 [ 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 
  SQ smite good 
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to 
  attack, +16 to damage; against good foes; smite persists until target 
  is dead or the fiendish creature rests). 
   
  Grab (Ex) If the roc hits with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action without provoking an 
  attack of opportunity. Unless otherwise noted, grab works only against 
  opponents at least one size category smaller than the creature. Each 
  successful grapple check it makes during successive rounds 
  automatically deals the damage indicated. 
   
  Rocs are terrifying, legendary birds renowned for their ability to carry 
  off elephants and other big animals. A typical roc is 30 feet long from 
  beak to tail, with an 80-foot wingspan and weight of up to 8,000 
  pounds. Rocs are most commonly white but can be a number of 
  different colors, from dark brown or gold to black or blood red. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Tyrannosaurus, Celestial (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +37 
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size) 
  hp 153 [ 189 ] (18d8+72 [ +108 ]) 
  Fort +15 [ +17 ], Ref +12, Will +10 
  DR 10/evil 
  Resist acid 15, cold 15, electricity 15 
  SR 15 
  Speed 40 ft. 
  Melee bite +20 [ +22 ] (4d6+22 [ +24 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d8+11 [ +13 ], AC 17, hp 15) 
  Str 32 [ 36 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 15, Cha 10 
  Base Atk +13; CMB +28 [ +30 ] (+32 [ +34 ] grapple); CMD 39 [ 41 ] 
  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, smite evil 
  Special Abilities 
  Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to 
  bite damage. 
   
  Smite Evil (Su) Smite evil 1/day as a swift action (add +0 to attack, +18 
  to damage; against evil foes; smite persists until target is dead or the 
  celestial creature rests). 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 15 [ 18 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a tyrannosaurus is 17. If a 
  swallowed creature cuts its way out, the tyrannosaurus cannot use swallow 
  whole again until the damage is healed. If the swallowed creature escapes 
  the grapple, success puts it back in the tyrannosaurus’ mouth, where it 
  may be bitten or swallowed again. 
   
  The tyrannosaurus is an apex predator that measures 40 feet long and 
  weighs 14,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  Tyrannosaurus, Fiendish (Summon Monster VII) 
  (Caster’s Alignment) Gargantuan animal [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception +37 
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size) 
  hp 153 [ 189 ] (18d8+72 [ +108 ]) 
  Fort +15 [ +17 ], Ref +12, Will +10 
  DR 10/good 
  Resist cold 15, fire 15 
  SR 15 
  Speed 40 ft. 
  Melee bite +20 [ +22 ] (4d6+22 [ +24 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d8+11 [ +13 ], AC 17, hp 15) 
  Str 32 [ 36 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 15, Cha 10 
  Base Atk +13; CMB +28 [ +30 ] (+32 [ +34 ] grapple); CMD 39 [ 41 ] 
  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, smite good 
  Special Abilities 
  Powerful Bite (Ex) A tyrannosaurus applies twice its Strength modifier to 
  bite damage. 
   
  Smite Good (Su) Smite good 1/day as a swift action (add +0 to attack, 
  +18 to damage; against good foes; smite persists until target is dead or 
  the fiendish creature rests). 
   
  Swallow Whole (Ex) A swallowed creature can try to cut its way free with 
  any light slashing or piercing weapon (the amount of cutting damage 
  required to get free is 15 [ 18 ] hit points), or it can just try to escape the 
  grapple. The Armor Class of the interior of a tyrannosaurus is 17. If a 
  swallowed creature cuts its way out, the tyrannosaurus cannot use swallow 
  whole again until the damage is healed. If the swallowed creature escapes 
  the grapple, success puts it back in the tyrannosaurus’ mouth, where it 
  may be bitten or swallowed again. 
   
  The tyrannosaurus is an apex predator that measures 40 feet long and 
  weighs 14,000 pounds. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
  
  Vrock (Summon Monster VII) 
  CE Large outsider (chaotic, demon, evil, extraplanar) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +23 
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size) 
  hp 112 [ 130 ] (9d10+63 [ +81 ]) 
  Fort +13 [ +15 ], Ref +10, Will +6 
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; 
  SR 20 
  Speed 30 ft., fly 50 ft. (average) 
  Melee 2 claws +13 [ + 15 ] (2d6+5 [ +7 ]), bite +13 [ +15 ] (1d8+5  
  [ +7 ]), 2 talons +13 [ +15 ] (1d6+5 [ +7 ]) 
  Special Attacks dance of ruin, spores, stunning screech 
  Spell-Like Abilities (CL 12th) 
   
  At will—greater teleport (self plus 50 lbs. of objects only),  
            telekinesis (DC 18) 
   
  1/day—heroism, mirror image, summon (level 3, 1 vrock 35%) 
  Str 21 [ 25 ], Dex 15, Con 25 [ 29 ], Int 14, Wis 16, Cha 16 
  Base Atk +9; CMB +15 [ + 17 ]; CMD 27 [ 29 ] 
  Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, 
  Power Attack 
  Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, 
  Sense Motive +15, Spellcraft +14, Stealth +10, Survival +15; Racial 
  Modifiers +8 Perception 
  Languages Abyssal, Celestial, Common; telepathy 100 ft. 
  Special Abilities 
  Dance of Ruin (Su) Full-round action—at the end of 3 rounds, a wave of 
  energy deals 5d6 points of electricity damage to all within 100 feet (DC 17 
  Reflex half). For each additional vrock, the damage increases by 5d6 and 
  the DC by +1, to a maximum of 20d6 when 4 or more vrocks are dancing 
  (the DC continues to increase with additional vrocks, but the damage does 
  not). The dance immediately ends and must be started anew if any of the 
  participating vrocks is slain, stunned, or otherwise prevented from dancing.  
   
  Spores (Ex) Once every 3 rounds as a free action. Adjacent creatures take 
  1d8 points of damage, plus 1d4 per round for 10 rounds as the spores grow 
  into vines. The vines wither away in 1d4 days. The spores are destroyed by 
  bless or with holy water. Can also be halted by effects that remove or 
  provide immunity to disease. 
   
  Stunning Screech (Su) Once per hour. All except demons within a 30-ft.-
  radius must succeed on a DC 20 Fort save or be stunned for 1 round.  
   
  NOTES:_____________________________________________________ 
  Barbed Devil (Summon Monster VIII) 
  LE Medium outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft., see in darkness; Perception +21 
  AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural) 
  hp 138 [ 162 ] (12d10+72 [ +96 ]) 
  Fort +14 [ +16 ], Ref +14, Will +8 
  Defensive Abilities barbed defense; DR 10/good; Immune fire, poison; 
  Resist acid 10, cold 10; SR 22 
  Speed 30 ft. 
  Melee 2 claws +18 [ +20 ] (2d8+6 [ +8 ]/19–20 plus fear and grab) 
  Special Attacks fear, impale 3d8+9 [ +11 ] 
  Spell-Like Abilities (CL 12th) 
   
  At will—greater teleport (self plus 50 lbs. of objects only), hold  
            person (DC 17), major image (DC 17), produce flame, pyrotechnics  
            (DC 16), scorching ray (2 rays only) 
   
  1/day—order's wrath (DC 18), summon (level 4, 1 barbed devil  
            35%), unholy blight (DC 18) 
  Str 23 [ 27 ], Dex 23, Con 22 [ 26 ], Int 12, Wis 15, Cha 18 
  Base Atk +12; CMB +18 [ +20 ] (+22 [ +24 ] grapple); CMD 34 [ 36 ] 
  Feats Alertness, Cleave, Combat Reflexes, Improved Critical (claws), Iron 
  Will, Power Attack 
  Skills Acrobatics +15, Diplomacy +13, Intimidate +19, Knowledge (planes) 
  +16, Perception +21, Sense Motive +21,Spellcraft +12, Stealth +13, 
  Survival +14 
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. 
  Special Abilities 
  Barbed Defense (Su) A creature that strikes a hamatula with a melee 
  weapon, an unarmed strike, or a natural weapon takes 1d8+6 points of 
  piercing damage from the devil's barbs. Melee weapons with reach do not 
  endanger a user in this way. 
   
  Fear (Su) A barbed devil's fear attack affects any creature it damages with 
  its claws. A DC 20 Will save resists this effect, otherwise the victim 
  becomes frightened for 1d4 rounds. This is a mind-affecting fear effect.  
   
  Impale (Ex) A barbed devil deals 3d8+9 points of piercing damage to a 
  grabbed opponent with a successful grapple check. 
   
  Most barbed devils stand upward of 7 feet tall and weigh 300 pounds.  
   
  NOTES:_____________________________________________________ 
  Elemental, Air, Elder (Summon Monster VIII) 
  N Huge outsider (air, elemental, extraplanar) [ ( augmented) ] 
  Init +15; Senses darkvision 60 ft.; Perception +19 
  AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +21, Will +7 
  Defensive Abilities air mastery; DR 10/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +25 (2d8+9 [ +11 ]) 
  Special Attacks whirlwind (3/day, 10–60 ft. high, 2d8+9 [ +11 ] damage, 
  DC 27 [ 29 ]) 
  Str 28 [ 32 ], Dex 33, Con 18 [ 22 ], Int 10, Wis 11, Cha 11 
  Base Atk +16, CMB +27 [ +29 ]; CMD 49 [ 51 ] 
  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 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
   
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can continue 
  to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, while 
  another might be a smoky bird-like creature with glowing eyes and wind for 
  wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, not 
  only because its mastery over flight gives it a slight advantage, but also 
  because it detests the thought of having to touch the ground. An air 
  elemental can move underwater, and although it is an elemental and thus 
  runs no risk of drowning, it has no ranks in Swim and loses much of its 
  speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Elemental, Earth, Elder (Summon Monster VIII) 
  N Huge outsider (earth, elemental, extraplanar) [ ( augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19 
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size) 
  hp 168 [ 200 ] (16d10+80 [ +112 ]) 
  Fort +15 [ +17 ], Ref +4, Will +10 
  Defensive Abilities earth mastery; DR 10/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee 2 slams +26 [ +28 ] (2d10+12 [ +14 ]/19-20) 
  Special Attacks earth mastery 
  Str 34 [ 38 ], Dex 8, Con 21 [ 25 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +30 [ +32 ]; CMD 39 [ 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 +31 [ +33 ], Knowledge (dungeoneering) +19, 
  Knowledge (planes) +19, Perception +19, Stealth +10 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 
  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. 
    
  A Greater earth elemental is about 40 feet tall and weighs about 60,000 
  lbs.  An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals look 
  like terrestrial animals made out of rock, earth, or even crystal, with 
  glowing gemstones for eyes. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  
  Elemental, Fire, Elder (Summon Monster VIII) 
  N Huge outsider (elemental, extraplanar, fire) [ ( augmented) ] 
  Init +13; Senses darkvision 60 ft.; Perception +19 
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +19, Will +7 
  Defensive Abilities DR 10/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +23 (2d8+8 [ +10 ] plus burn) 
  Special Attacks burn (2d10, DC 22 [ 24 ]) 
  Str 26 [ 30 ], Dex 29, Con 18 [ 22 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +26; CMD 46 [ 48 ] 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind Stance 
  Skills Acrobatics +28, Climb +27 [ +29 ], Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 22 [ 24 ] Reflex save or catch fire, taking 1d8 damage for an 
  additional 1d8 rounds at the start of turn. Burning creature can attempt a 
  new save as a full-round action. Dropping and rolling on the ground grants 
  a +4 bonus on save. Creatures that hit the fire elemental with natural 
  weapons or unarmed attacks take fire damage as though hit by the 
  elemental and must make a Reflex save to avoid catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. A 
  body of water is an impassible barrier unless the fire elemental can step or 
  jump over it or the water is covered with a flammable material (such as a 
  layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of smoke 
  and flame, but some take on shapes more akin to humans, demons, or 
  other monsters in order to increase the terror of their sudden appearance. 
  Features on a fire elemental's body are made by darker bits of flame or 
  patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
  Elemental, Water, Elder (Summon Monster VIII) 
  N Huge outsider (elemental, extraplanar, water) [ ( augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +19 
  AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 
  size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +18, Will +5 
  Defensive Abilities DR 10/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +24 [ +26 ] (2d10+10 [ +12 ]/19-20) 
  Special Attacks drench, vortex (DC 28 [ 30 ]), water mastery 
  Str 30 [ 34 ], Dex 22, Con 19 [ 23 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +28 [ +30 ]; CMD 45 [ 47 ] 
  Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved 
  Critical (slam), Improved Sunder, Lightning Reflexes, Power Attack 
  Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, 
  Perception +19, Stealth +17, Swim +37 [ +39 ] 
  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 (CL 16th). 
   
  Vortex (Su) A water elemental can create a whirlpool as a standard 
  action, at will. This ability functions identically to the whirlwind special 
  attack, 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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage.  
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  Hezrou (Summon Monster VIII) 
  CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)  
  [ ( augmented) ] 
  Init +4; Senses darkvision 60 ft.; Perception +23 
  Aura stench (DC 24, 10 rounds) 
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size) 
  hp 145 [ 165 ] (10d10+90 [ +110 ]) 
  Fort +16 [ +18 ], Ref +3, Will +9 
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; 
  SR 22 
  Speed 30 ft., swim 30 ft. 
  Melee bite +17 [ +19 ] (4d4+8 [ +10 ] plus grab), 2 claws +17 [ +19 ] 
  (1d8+8 [ +10 ] plus grab) 
  Special Attacks nausea 
  Spell-Like Abilities (CL 13th) 
   
  At will—chaos hammer (DC 18), greater teleport (self plus 50 lbs.  
            of objects only), unholy blight (DC 18) 
   
  3/day—gaseous form 
   
  1/day—blasphemy (DC 21), summon (level 4, 1 hezrou 35%) 
  Str 27 [ 31 ], Dex 11, Con 29 [ 33 ], Int 14, Wis 14, Cha 18 
  Base Atk +10; CMB +19 [ +21 ] (+23 [ +25 ] grapple); CMD 29 [ 31 ] 
  Feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, Power Attack 
  Skills Climb +21 [ +23 ], Escape Artist +10, Intimidate +14, Knowledge 
  (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim +29  
  [ +31 ]; Racial Modifiers +8 Perception 
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
  SQ amphibious 
  Special Abilities 
  Nausea (Ex) The noxious vapors and foul fluids that constantly weep and 
  seethe from a hezrou's body are particularly heinous to those the creature 
  grapples. Each round a creature is grappled by a hezrou, the grappled foe 
  must make a DC 24 [ 26 ] Fortitude save to avoid becoming nauseated. A 
  creature nauseated in this manner remains nauseated until he succeeds on 
  a DC 24 Fortitude save, or until a minute has passed during which he is not 
  grappled by the hezrou, whichever condition comes first.  
   
  The presence of a hezrou has an obvious effect on the nearby flora and 
  water, causing plant life to twist and knurl and infusing water with a foul 
  odor and brackish taste—signs much easier to spot on the Material Plane 
  than the Abyss. 
   
  NOTES:_________________________________________________ 
  Astral Deva (Summon Monster IX) 
  NG Medium outsider (angel, extraplanar, good) [ ( augmented) ] 
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +26 
  Aura protective aura 
  AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. 
  evil) 
  hp 172 [ 202 ] (15d10+90 [ +120 ]) 
  Fort +16 [ +18 ], Ref +13, Will +11; +4 vs. poison, +4 resistance vs. evil 
  Defensive Abilities uncanny dodge; DR 10/evil; Immune acid, cold, 
  petrification; Resist electricity 10, fire 10; SR 25 
  Speed 50 ft., fly 100 ft. (good) 
  Melee +2 disrupting warhammer +26/+21/+16 [ +28/+23/+18 ] (1d8+14 
  [ +12 ]/×3 plus stun) or slam +23 [ +25 ] (1d8+12 [ +14 ]) 
  Spell-Like Abilities (CL 13th) 
   
  At Will—aid, continual flame, detect evil, discern lies (DC 20),  
            dispel evil (DC 21), dispel magic, holy aura (DC 24), holy smite (DC  
            20), holy word (DC 23), invisibility (self only), plane shift (DC 
   
  23), remove curse, remove disease, remove fear 
   
  7/day—cure light wounds, see invisibility 
   
  1/day—blade barrier (DC 22), heal 
  Str 26 [ 30 ], Dex 19, Con 21 [ 25 ], Int 18, Wis 18, Cha 23 
  Base Atk +15; CMB +23 [ +25 ]; CMD 37 [ 39 ] 
  Feats Alertness, Cleave, Great Fortitude, Improved Initiative, Iron Will, 
  Power Attack, Toughness, Weapon Focus (warhammer) 
  Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24, Escape Artist 
  +9, Fly +26, Intimidate +24, Knowledge (planes) +22, Knowledge 
  (religion) +22, Perception +26, Sense Motive +26, Stealth +22 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ change shape (alter self) 
  Special Abilities 
  Stun (Su) If an astral deva strikes an opponent twice in one round with its 
  warhammer, that creature must succeed on a DC 25 [ 27 ] Fortitude save 
  or be stunned for 1d6 rounds.  
   
  Uncanny Dodge (Ex) This ability functions identically to the rogue ability. 
  If a deva gains uncanny dodge from a class level, he instead gains 
  improved uncanny dodge. 
   
  A typical astral deva looks human except for its wings, though some look 
  like other humanoid races. An astral deva is 7-1/2 feet tall and weighs 250 
  pounds. 
   
  NOTES:_________________________________________________ 
  
  Ghaele (Summon Monster IX) 
  CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)  
  [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see 
  invisibility; Perception +20 
  Aura holy aura 
  AC 27, touch 15, flat-footed 26 (+4 deflection, +1 Dex, +12 natural) 
  hp 136 [ 162 ] (13d10+65 [ +91 ]) 
  Fort +17 [ +19 ], Ref +11, Will +16 
  DR 10/cold iron and evil; Immune electricity, petrification; Resist cold 10, 
  fire 10; SR 25 
  Speed 50 ft., fly 150 ft. (perfect) 
  Melee +2 holy greatsword +22/+17/+12 [ +24/+19/+14 ] (2d6+12  
  [ +14 ] ) 
  Ranged 2 light rays +14 (2d12) 
  Special Attacks gaze 
  Spell-Like Abilities (CL 13th) 
   
  Constant—detect evil, holy aura (DC 21), see invisibility 
   
  At will—aid, charm monster (DC 17), continual flame, cure  
            light wounds, dancing lights, detect thoughts (DC 15), disguise  
            self, dispel magic, hold monster (DC 18), greater invisibility  
           (self only), major image (DC 16), greater teleport (self plus 50  
            lbs. of objects only) 
   
  3/day—globe of invulnerability 
   
  1/day—chain lightning (DC 19), prismatic spray (DC 20), wall  
            of force 
  Spells Prepared (CL 13th) 
   
  7th—holy word (DC 21) 
   
  6th—banishment (DC 20), heal (DC 20) 
   
  5th—flame strike (DC 19), raise dead, true seeing 
   
  4th—death ward, dismissal (2) (DC 18), divine power,  
            restoration 
   
  3rd—cure serious wounds (3), searing light (2) 
   
  2nd—aid (2), align weapon, bear's endurance, lesser  
            restoration (2) 
   
  1st—bless, command (DC 15), divine favor, obscuring mist,  
            sanctuary (DC 15), shield of faith 
   
   
  (CONTINUED ON NEXT CARD) 
   
  NOTES:_________________________________________________ 
  Ghaele (Summon Monster IX) - continued 
  Str 25 [ 29 ], Dex 12, Con 20 [ 24 ], Int 16, Wis 19, Cha 17 
  Base Atk +13; CMB +20 [ +22 ]; CMD 31 [ 33 ] 
  Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, 
  Improved Initiative, Improved Trip, Lightning Reflexes 
  Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, 
  Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense 
  Motive +20, Stealth +17 
  Languages Celestial, Draconic, Infernal; truespeech 
  SQ light form 
  Special Abilities 
  Gaze (Su) In humanoid form, a ghaele's gaze attack slays evil creatures of 
  5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on 
  a successful save). Nonevil creatures, and evil creatures with more than 5 
  HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A 
  creature that saves against a ghaele's gaze is immune to that particular 
  ghaele's gaze for 24 hours. This is a mind-affecting fear effect. The save 
  DCs are Charisma-based. 
   
  Light Form (Su) A ghaele can shift between its solid body and one made 
  of light as a standard action. In solid form, it cannot fly or use light rays. In 
  light form, it can fly and gains the incorporeal quality—it can make light ray 
  attacks or use spell-like abilities in this form, but can't make physical 
  attacks or cast spells. This ability otherwise functions similarly to a bralani's 
  wind form ability. 
   
  Light Ray (Ex) A ghaele's light rays have a range of 300 feet. This attack 
  bypasses all damage reduction. 
   
  Spells Ghaeles cast divine spells as 13th-level clerics. They do not gain 
  access to domains or other cleric abilities. 
   
  Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and 
  undead with equal vigor. Most appear like idealized humans or elves and 
  are quick to smile—and equally quick to strike against those they perceive 
  as wicked. 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Glabrezu (Summon Monster IX) 
  CE Huge outsider (chaotic, demon, evil, extraplanar) [ ( augmented) ] 
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26 
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size) 
  hp 186 [ 210 ] (12d10+120 [ +144 ]) 
  Fort +18 [ +20 ], Ref +4, Will +11 
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 
  10; SR 24 
  Speed 40 ft. 
  Melee 2 pincers +20 [ +22 ] (2d8+10 [ +12 ]/19–20), 2 claws +20  
  [ +22 ] (1d6+10 [ +12 ]), bite +20 [ +22 ] (1d8+10 [ +12 ]) 
  Special Attacks rend (2 pincers, 2d8+15 [ +17 ]) 
  Spell-Like Abilities (CL 14th) 
   
  Constant—true seeing 
   
  At will—chaos hammer (DC 19), confusion (DC 19), dispel  
            magic, mirror image, reverse gravity (DC 22), greater teleport  
            (self plus 50 lbs. of objects only), veil (self only), unholy blight 
   
  1/day—power word stun, summon (level 4, 1 glabrezu 20% or  
            1d2 vrocks 50%) 
   
  1/month—wish (granted to a mortal humanoid only) 
  Str 31 [ 35 ], Dex 11, Con 31 [ 35 ], Int 16, Wis 16, Cha 20 
  Base Atk +12; CMB +24 [ +26 ]; CMD 34 [ 36 ] 
  Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, 
  Power Attack, Vital Strike 
  Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (history) 
  +18, Knowledge (local) +18, Perception +26, Sense Motive +18, 
  Stealth +7, Use Magic Device +17; Racial Modifiers +8 Bluff, +8 
  Perception 
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
   
  A glabrezu stands 18 feet tall and weighs just over 6,000 pounds. 
  These treacherous demons form from the souls of the treasonous, the 
  false, and the subversive—souls of mortals who, in life, bore false 
  witness or used treachery and deceit to ruin the lives of others. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
  Ice Devil (Summon Monster IX) 
  LE Large outsider (devil, evil, extraplanar, lawful) [ ( augmented) ] 
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +27 
  Aura fear (10 ft., DC 22) 
  AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size) 
  hp 161 [ 189 ] (14d10+84 [ +112 ]); regeneration 5 (good 
  weapons, good spells) 
  Fort +15 [ +17 ], Ref +14, Will +12 
  DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24 
  Speed 40 ft., fly 60 ft. (good) 
  Melee +1 frost spear +21/+16/+11 [ +23/+18/+13 ] (2d6+10  
  [ +12 ]/×3 plus 1d6 cold plus slow), bite +14 [ +16 ] (2d6+6 [ +8 ]), 
  tail +14 [ +16 ] (3d6+3 [ +5 ] plus slow) 
  Spell-Like Abilities (CL 13th) 
           Constant—fly 
           At will—cone of cold (DC 20), ice storm, greater teleport (self      
           plus 50 lbs. of objects only), persistent image (DC 20), wall of  
           ice (DC 19) 
           1/day—summon (level 4, 2 bone devils, 50%) 
  Str 23 [ 27 ], Dex 21, Con 22 [ 26 ], Int 25, Wis 22, Cha 20 
  Base Atk +14; CMB +21 [ +23 ]; CMD 36 [ 38 ] 
  Feats Alertness, Cleave, Combat Reflexes, Improved Initiative, Iron 
  Will, Power Attack, Weapon Focus (spear) 
  Skills Acrobatics +22, Bluff +22, Diplomacy +22, Fly +13, Intimidate 
  +19, Knowledge (planes) +24, Knowledge (any three others) +21, 
  Perception +27, Sense Motive +27, Spellcraft +21, Stealth +18, 
  Survival +23 
  Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft. 
  Special Abilities 
  Slow (Su) A hit from an ice devil's tail or spear induces numbing cold. 
  The opponent must succeed on a DC 23 [ 25 ] Fortitude save or be 
  affected as though by a slow spell for 1d6 rounds. This effect comes 
  from the devil in the case of its weapon; it is not a quality possessed 
  by the spear itself. The save DC is Constitution-based. 
   
  Gelugons stand at 12 feet tall, and weigh approximately 700 pounds. 
   
  NOTES:_________________________________________________ 
  
  Nalfeshnee (Summon Monster IX) 
  CE Huge outsider (chaotic, demon, evil, extraplanar) [ ( augmented) ] 
  Init +5; Senses darkvision 60 ft., true seeing; Perception +31 
  Aura unholy aura (DC 23) 
  AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, –2 
  size) 
  hp 203 [ 231 ] (14d10+126 [ +154 ]) 
  Fort +22 [ +24 ], Ref +9, Will +21 
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; 
  SR 25 
  Speed 30 ft., fly 40 ft. (poor) 
  Melee bite +23 [ +25 ] (3d8+11 [ +13 ]/19–20), 2 claws +23 [ +25 ] 
  (2d6+11 [ +13 ]) 
  Special Attacks unholy nimbus 
  Spell-Like Abilities (CL 12th) 
   
  Constant—true seeing, unholy aura (DC 23) 
   
  At will—call lightning (DC 18), feeblemind (DC 20), greater dispel  
            magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects  
            only) 
   
  1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or  
            1d4 vrocks 50%) 
  Str 32 [ 36 ], Dex 13, Con 29 [ 33 ], Int 23, Wis 22, Cha 20 
  Base Atk +14; CMB +27 [ +29 ]; CMD 42 [ 44 ] 
  Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical 
  (bite), Improved Initiative, Iron Will, Power Attack 
  Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge 
  (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, 
  Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic 
  Device +22; Racial Modifier +8 on Perception 
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft. 
  Special Abilities 
  Unholy Nimbus (Su) Three times per day as a free action a nalfeshnee 
  can create a nimbus of unholy light, causing nauseating beams of writhing 
  color to play around its body. One round later, the light bursts in a 60-foot 
  radius. Any non-demon creature caught within this area must succeed on a 
  DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound 
  it. The save DC is Charisma-based. 
   
  Nalfeshnees stand 20 feet tall and weigh 8,000 pounds. They form from the 
  souls of greedy or avaricious evil mortals, particularly those who ruled over 
  empires of slavery, theft, banditry, and more violent vices. 
   
  NOTES:_____________________________________________________ 
  Trumpet Archon (Summon Monster IX) 
  LG Medium outsider (archon, extraplanar, good, lawful)  
  [ ( augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +22 
  Aura aura of menace (DC 22), magic circle against evil 
  AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection 
  vs. evil) 
  hp 175 [ 203 ] (14d10+98 [ +126 ]) 
  Fort +16 [ +18 ], Ref +9, Will +14; +4 vs. poison, +2 resistance vs. 
  evil 
  DR 10/evil; Immune electricity, petrification; SR 25 
  Speed 40 ft., fly 90 ft. (good) 
  Melee +4 greatsword +23/+18/+13 [ +25/+20/+15 ] (2d6+11  
  [ +13 ]) 
  Special Attacks trumpet 
  Spell-Like Abilities (CL 14th) 
   
  Constant—magic circle against evil 
   
  At will—aid, continual flame, detect evil, greater teleport (self  
            plus 50 lbs. of objects only), message 
  Spells Prepared (CL 14th) 
   
  7th—mass cure serious wounds (2) 
   
  6th—banishment (DC 21), heal (2) 
   
  5th—dispel evil (DC 20), mass cure light wounds, plane shift  
           (DC 20), raise dead 
   
  4th—dismissal (DC 19), divine power, neutralize poison (DC  
           19), spell immunity 
   
  3rd—cure serious wounds, daylight, invisibility purge, magic  
            vestment, protection from energy 
   
  2nd—bull's strength, consecrate, cure moderate wounds (2),  
            lesser restoration (2), owl's wisdom 
   
  1st—bless, cure light wounds (3), divine favor, sanctuary (DC  
            16), shield of faith 
   
  (CONTINUED ON NEXT CARD) 
   
  NOTES:_________________________________________________ 
   
  __________________________________________________ 
   
  __________________________________________________ 
  Trumpet Archon (Summon Monster IX) - Continued 
  Str 20 [ 24 ], Dex 17, Con 25 [ 29 ], Int 16, Wis 20, Cha 17 
  Base Atk +14; CMB +19 [ +21 ]; CMD 32 [ 34 ] 
  Feats Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, 
  Lightning Reflexes, Persuasive, Power Attack 
  Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal 
  +20, Knowledge (religion) +20, Perception +22, Perform (wind 
  instruments) +20, Sense Motive +24, Stealth +20 
  Languages Celestial, Draconic, Infernal; truespeech 
  Special Abilities 
  Spells Trumpet archons can cast divine spells as 14th-level clerics. 
  They do not gain access to domains or other cleric abilities. 
   
  Trumpet (Su) All creatures except archons within 100 feet of the 
  trumpet's blast must succeed on a DC 19 Fortitude save or be 
  paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon 
  can also command its trumpet to become a +4 greatsword as a free 
  action. Out of the archon's hands, it is a chunk of useless metal. 
   
  All trumpet archons carry a gleaming magical trumpet or horn with 
  which they create wondrous music, sound calls to other archons, 
  paralyze enemies, or defend the virtuous. They typically adorn their 
  trumpet with the standard of their liege. 
   
  NOTES:_________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
   
  ________________________________________________________ 
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  OPEN GAME LICENSE Version 1.0a 
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  Open Game License v1.0a. Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors 
   
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by 
   
  E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
   
  Jason Bulmahn., based on material by Jonathan Tweet, Monte 
   
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook.  All rights 
   
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  Tome of Horrors.  Copyright 2002, Necromancer Games, Inc; Authors: Scott 
   
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  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
   
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  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
   
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  Author Scott Greene, based on original material by Gary Gygax. 
  Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
   
  Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
   
  Inc.; Author Scott Greene, based on original material by Albie 
   
  Fiore. 
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, 
   
  Inc.; Author Scott Greene, based on original material by Albie 
   
  Fiore. 
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott 
   
  Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game: Bonus Bestiary, Copyright 2009, Paizo Publishing, 
   
  LLC; Author: Jason Bulmahn. 
  Tome of Horrors, Revised Edition. Copyright 2005, Necromancer Games, Inc.; 
   
  Authors: Scott Greene, Clark Peterson, Erica Balsley, Kevin 
   
  Baase, Casey Christofferson, Lance Hawvermale, Travis 
   
  Hawvermale, Patrick Lawinger, Bill Webb; Based on original 
   
  content from TSR. 
  Player’s Aid II: Monster Summoning Cards. Copyright 2010, 4 Winds Fantasy 
   
  Gaming; Authors Connie J. Thomson and Robert W. Thomson 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4 Winds/Player's Aid 2 - Monster Summoning Cards.pdf