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  Summon Monster I
  
  Rat, Dire
  DIRE RAT 
  CR 1/3
  XP 135
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +4
  DEfEnSE
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
  hp 5 (1d8+1)
  fort +3, Ref +5, Will +1
  OffEnSE
  Speed 40 ft., climb 20 ft., swim 20 ft.
  Melee bite +1 (1d4 plus disease)
  Special Attacks disease
  STATISTICS
  Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –1; CMD 12 (16 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; onset 1d3 days; frequency
  1/day; effect 1d3 Dex damage
  and 1d3 Con damage; cure 2 
  consecutive saves. The save 
  DC is Constitution-based.
  This filthy rat is the size of a small dog. It has a coat of coarse fur, 
  a long and scabby tail, and two glittering eyes.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  Celestial: Resist 5 Acid, Cold & Electricity
  SR 5
  
  Dolphin
  This streamlined, fish-like mammal has sparkling eyes over a 
  smiling mouth filled with hundreds of teeth.
  DOLPhIn
  CR 1/2
  XP 200
  N Medium animal
  Init +2; Senses blindsight 120 ft., low-light vision; 
  Perception +9
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 11 (2d8+2)
  fort +4, Ref +5, Will +1
  OffEnSE
  Speed swim 80 ft.
  Melee slam +3 (1d4+1) 
  STATISTICS
  Str 12, Dex 15, Con 13, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +2; CMD 14
  feats Weapon Finesse
  Skills Perception +9, Swim +13; Racial Modifiers +4 
  Perception
  SQ hold breath
  SPECIAL ABILITIES
  hold Breath (Ex) A dolphin can hold its breath for a number 
  of minutes equal to 6 times its Constitution score before it 
  risks drowning.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Eagle
  This magnificent bird of prey has dark feathers save for those on 
  its head, which are pure white.
  EAgLE 
  CR 1/2
  XP 200
  N Small animal
  Init +2; Senses low-light vision; Perception +10
  DEfEnSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 5 (1d8+1)
  fort +3, Ref +4, Will +2
  OffEnSE
  Speed 10 ft., fly 80 ft. (average)
  Melee 2 talons +3 (1d4), bite +3 (1d4)
  Space 2-1/2 ft. Reach 0 ft.
  STATISTICS
  Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
  Base Atk +0; CMB –1; CMD 11
  feats Weapon Finesse
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  fIRE BEETLE 
  CR 1/3
  XP 135
  N Small vermin
  Init +0; Senses low-light vision; Perception +0
  DEfEnSE
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
  hp 4 (1d8)
  fort +2, Ref +0, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., fly 30 ft. (poor)
  Melee bite +1 (1d4)
  STATISTICS
  Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
  Base Atk +0; CMB –1; CMD 9 (17 vs. trip)
  Skills Fly –2
  SQ luminescence
  SPECIAL ABILITIES
  Luminescence (Ex) A fire beetle’s glowing glands provide light 
  in a 10-foot radius. A dead fire beetle’s luminescent glands 
  continue to glow for 1d6 days after its death.
  Beetle, Fire
  This housecat-sized beetle is a dull brown color brightened by two 
  glowing green-yellow spots on its carapace.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Frog, Poison
  POISOn fROg
  CR 1/2
  XP 200
  N Tiny animal
  Init +1; Senses low-light vision; Perception +3
  DEfEnSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 4 (1d8)
  fort +2, Ref +3, Will –1
  OffEnSE
  Speed 10 ft., swim 20 ft.
  Melee bite +3 (1 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 12, Con 11, 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
  SPECIAL ABILITIES
  Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save
  This small frog is bright green and red, with electric-blue stripes 
  on its hind legs.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Horse, Pony
  POny
  CR 1/2
  XP 200
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (2d8+4)
  fort +5, Ref +4, Will +0
  OffEnSE
  Speed 40 ft.
  Melee 2 hooves –3 (1d3)
  STATISTICS
  Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  feats Endurance, RunB
  Skills Perception +5
  SQ docile (see horse)
  This squat equine plods forward with large, curious eyes. As it 
  nears, it extends its muzzle, clearly expecting a treat.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  DOg
  CR 1/3
  XP 135
  N Small animal
  Init +1; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 6 (1d8+2)
  fort +4, Ref +3, Will +1
  OffEnSE
  Speed 40 ft.
  Melee bite +2 (1d4+1)
  STATISTICS
  Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
  feats Skill Focus (Perception)
  Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 
  (+5 scent tracking); Racial Modifiers +4 Acrobatics when 
  jumping, +4 Survival when tracking by scent
  Dog
  This small dog has a rough coat and a hungry look in its dark 
  brown eyes.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  VIPER 
  CR 1/2
  XP 200
  N Tiny animal
  Init +3; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
  hp 3 (1d8–1)
  fort +1, Ref +5, Will +1
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d2–2 plus poison) 
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
  Base Atk +0; CMB +1; CMD 8 (can’t be tripped)
  feats Weapon Finesse
  Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial 
  Modifiers +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 
  6 rounds; effect 1d2 Con; cure 1 save.
  Snake, Venomous
  This brightly colored snake assumes an aggressive posture, its 
  hissing mouth open to display its fangs.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Summon Monster II
  
  Ant, Worker
  A thin, six-legged ant the size of a pony stands at the ready, its 
  mandibles chittering and its stinger dripping with venom.
  gIAnT AnT 
  CR 1
  XP 600
  N Medium vermin
  Init +0; Senses darkvision 60 ft., scent; Perception +5
  DEfEnSE
  AC 15, touch 10, flat-footed 15; (+5 natural)
  hp 18 (2d8+9)
  fort +6, Ref +0, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft., climb 20 ft.
  Melee bite +3 (1d6+2) sting +3 (1d4+2)
  STATISTICS
  Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
  Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)
  feats ToughnessB
  Skills Climb +10, Perception +5, Survival +5; Racial Modifiers 
  +4 Perception, +4 Survival
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Elemental, Air
  SMALL AIR ELEMEnTAL                                             CR 1
  XP 400
  N Small outsider (air, elemental, extraplanar)
  Init +7; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref +6, Will +0
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +6 (1d4+1)
  Special Attacks whirlwind (DC 12)
  STATISTICS
  Str 12, Dex 17, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 15
  feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge 
  (planes) +1, Perception +4, Stealth +11
  Elemental, Earth
  SMALL EARTh ELEMEnTAL 
                             CR 1
  XP 400
  N Small outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref –1, Will +3
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +6 (1d6+4)
  Special Attacks earth mastery
  STATISTICS
  Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +4; CMD 13
  feats Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7
  Elemental, Fire
  SMALL fIRE ELEMEnTAL 
                             CR 1
  XP 400
  N Small outsider (elemental, extraplanar, fire)
  Init +5; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
  hp 11 (2d10)
  fort +3, Ref +4, Will +0
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +4 (1d4 plus burn)
  Special Attacks burn (1d4, DC 11)
  STATISTICS
  Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  feats Dodge, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +5, Climb +4, Escape Artist +5, Intimidate +4, 
  Knowledge (planes) +1, Perception +4
  SMALL WATER ELEMEnTAL                                       CR 1
  XP 400
  N Small outsider (elemental, extraplanar, water)
  Init +0; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +5 (1d6+3)
  Special Attacks drench, vortex (DC 13), water mastery
  STATISTICS
  Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 13
  feats Power Attack
  Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, 
  Perception +4, Stealth +8, Swim +14
  Elemental, Water
  
  Centipede, Giant
  gIAnT CEnTIPEDE 
  CR 1/2
  XP 200
  N Medium vermin
  Init +2; Senses darkvision 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 5 (1d8+1)
  fort +3, Ref +2, Will +0
  Immune mind-affecting effects
  OffEnSE
  Speed 40 ft., climb 40 ft.
  Melee bite +2 (1d6–1 plus poison)
  Special Attacks poison
  STATISTICS
  Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2
  Base Atk +0; CMB –1; CMD 11 (can’t be tripped)
  feats Weapon FinesseB
  Skills Climb +10, Perception +4, Stealth +10; Racial Modifiers
  +4 Perception, +8 Stealth
  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.
  This lengthy, segmented horror writhes and twists, pulsing its 
  venomous mandibles in search of prey.
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  SR 5
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  Frog, Giant
  gIAnT fROg
  CR 1
  XP 400
  N Medium Animal
  Init +1; Senses low-light vision, scent; Perception +3
  DEfEnSE
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
  hp 15 (2d8+6)
  fort +6, Ref +6, Will –1
  OffEnSE
  Speed 30 ft., swim 30 ft.
  Melee bite +3 (1d6+2 plus grab) or tongue +3 touch (grab) 
  Space 5 ft.; Reach 5 ft. (15 ft. with tongue)
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue
  STATISTICS
  Str 15, Dex 13, Con 16, Int 1, Wis 8, Cha 6
  Base Atk +1; CMB +3 (+7 grapple); CMD 14 (18 vs. trip)
  feats Lightning Reflexes
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth 
  +5, Swim +10; Racial Modifiers +4 Acrobatics (+8 
  jumping), +4 Stealth
  SPECIAL ABILITIES
  Tongue (Ex) A giant frog’s tongue is a primary attack with reach 
  equal to three times the frog’s normal reach (15 feet for a 
  Medium giant frog). A giant frog’s tongue deals no damage on 
  a hit, but can be used to grab. A giant frog does not gain the 
  grappled condition while using its tongue in this manner.
  This creature looks like a normal frog, with moist, mottled, 
  blackish-green skin, but grown to truly monstrous size.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +3 damage
  Lasts until target is dead.
  Good
  Evil
  Spider, Giant
  gIAnT SPIDER 
  CR 1
  XP 400
  N Medium vermin
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
  DEfEnSE
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
  hp 16 (3d8+3)
  fort +4, Ref +4, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +2 (1d6 plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2)
  STATISTICS
  Str 11, Dex 17, Con 12, Int —, Wis10, Cha 2
  Base Atk +2; CMB +2; CMD 15 (27 vs. trip)
  Skills Climb +16, Perception +4 (+8 in webs), Stealth 
  +7 (+11 in webs); 
  Racial Modifiers +4 
  Perception, +4 Stealth (+8 in webs), +16 Climb
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 
  14; frequency 1/round for 4 rounds; effect
  1d2 Strength damage; cure 1 save.
  A spider the size of a man crawls silently from the depths of its 
  funnel-shaped web.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +1 damage
  Lasts until target is dead.
  Good
  Evil
  Goblin Dog
  gOBLIn DOg
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +1
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 9 (1d8+5)
  fort +4, Ref +4, Will +1
  Immune disease
  OffEnSE
  Speed 50 ft.
  Melee bite +2 (1d6+3 plus allergic reaction) 
  STATISTICS
  Str 15, Dex 14, Con 15, Int 2, Wis 12, Cha 8
  Base Atk +0; CMB +2; CMD 14
  feats Toughness
  Skills Stealth +6
  SPECIAL ABILITIES
  Allergic Reaction (Ex) A goblin dog’s dander is highly irritating 
  to all creatures save those with the goblinoid subtype. A 
  non-goblinoid creature damaged by a goblin dog’s bite, 
  who deals damage to a goblin dog with a natural weapon 
  or unarmed attack, or who otherwise comes into contact 
  with a goblin dog (including attempts to grapple or ride 
  the creature) must make a DC 12 Fortitude save or break 
  out in an itching rash. A creature affected by this rash takes 
  a –2 penalty to Dexterity and Charisma for 1 day (multiple 
  allergic reactions do not stack). Remove disease or any 
  magical healing removes the rash instantly. This is a disease 
  effect. The save DC is Constitution-based.
  This mangy canine’s face has the same flat nose, beady eyes, and 
  protruding teeth as a rat grown grotesquely large.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  hORSE 
  CR 1
  XP 400
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 15 (2d8+6)
  fort +6, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee 2 hooves –2 (1d4+1)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
  feats Endurance, RunB
  Skills Perception +6
  SQ docile
  SPECIAL ABILITIES
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill on page 97 of the Pathfinder RPG Core Rulebook), a 
  horse’s hooves are treated as secondary attacks.
  Horse
  This proud horse thunders across the grassy plain with fluid 
  grace, wind tugging at its loose-fitting barding. 
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  Hyena
  hyEnA 
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +3 (1d6+3 plus trip) 
  STATISTICS
  Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +1; CMB +3; CMD 15
  feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass);
   Racial Modifiers +4 Stealth in tall grass
  This hyena is covered in shaggy, tan-colored fur with black and 
  brown stripes.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Devil, Lemure
  LEMURE 
  CR 1
  XP 400
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +0; Senses darkvision 60 ft., see in darkness; 
  Perception +0
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0
  DR 5/good or silver; Immune fire, mind-affecting effects, 
  poison; Resist acid 10, cold 10
  OffEnSE
  Speed 20 ft.
  Melee 2 claws +2 (1d4)
  STATISTICS
  Str 11, Dex 10, Con 12, Int —, Wis 11, Cha 5
  Base Atk +2; CMB +2; CMD 12
  A roiling wave of flesh gushes forward. Amid the fatty surge 
  wriggle half-formed limbs and a dripping tumorous face.
  SR 6
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  Octopus
  OCTOPUS 
  CR 1
  XP 400
  N Small animal (aquatic)
  Init +3; Senses low-light vision; Perception +1
  DEfEnSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 13 (2d8+4)
  fort +5, Ref +6, Will +1
  Defensive Abilities ink cloud
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +5 (1d3+1 plus poison), tentacles +3 (grab)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 2, Wis 13, Cha 3
  Base Atk +1; CMB +1 (+5 grapple); CMD 14 (can’t be tripped)
  feats MultiattackB, Weapon Finesse
  Skills Escape Artist +13, Stealth +20, Swim +9; Racial 
  Modifiers +8 Stealth, +10 Escape Artist
  SPECIAL ABILITIES
  Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of 
  ink once per minute as a free action. The ink provides total 
  concealment in water, and persists for 1 minute.
  jet (Ex) An octopus can jet backward once per round as a 
  full-round action, at a speed of 200 feet. It must move in a 
  straight line while jetting, and does not provoke attacks of 
  opportunity when it does so.
  Poison (Ex) Bite—injury; save Fort DC 13; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save.
  Eight tentacles, each adorned with rows of countless suckers, 
  unfurl from the barrel-shaped body of this large-eyed creature.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +3 damage
  Lasts until target is dead.
  Good
  Evil
  Squid
  SQUID 
  CR 1
  XP 400
  N Medium animal (aquatic)
  Init +6; Senses low-light vision; Perception +7
  DEfEnSE
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
  hp 13 (3d8)
  fort +3, Ref +7, Will +2
  Defensive Ability ink cloud (5-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 240 ft.
  Melee bite +4 (1d3+2), tentacles +2 (1d4+1 plus grab)
  STATISTICS
  Str 15, Dex 15, Con 11, Int 2, Wis 12, Cha 2
  Base Atk +2; CMB +4 (+8 grapple); CMD 16
  feats Improved Initiative, Lightning Reflexes, MultiattackB
  Skills Perception +7, Swim +10
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud of ink 
  once per minute as a free action while underwater. This cloud 
  provides total concealment. The ink persists for 1 minute.
  jet (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  This slender red squid darts through the water with alacrity. Two 
  large eyes stare from above the creature’s tentacles.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  Wolf
  WOLf
  CR 1
  XP 400
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 13 (2d8+4)
  fort +5, Ref +5, Will +1
  OffEnSE
  Speed 50 ft.
  Melee bite +2 (1d6+1 plus trip)
  STATISTICS
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +1; CMB +2; CMD 14 (18 vs. trip)
  feats Skill Focus (Perception)
  Skills Perception +8, Stealth +6, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent
  This powerful canine watches its prey with piercing yellow eyes, 
  darting its tongue across sharp white teeth.
  SR 6
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Summon Monster III
  
  Fiendish: Resist 5 Fire & Cold
  Smite           /            1/day. One target +0 to hit & +2 damage
  Lasts until target is dead.
  Good
  Evil
  Boar
  BOAR 
  CR 2
  XP 600
  N Medium animal
  Init +0; Senses low-light vision, scent; Perception +6
  DEfEnSE
  AC 14, touch 10, flat-footed 14 (+4 natural)
  hp 18 (2d8+9)
  fort +6, Ref +3, Will +1
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +4 melee (1d8+4)
  STATISTICS
  Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
  Base Atk +1; CMB +4; CMD 14
  feats Toughness
  This ill-tempered beast’s tiny, bloodshot eyes glare angrily above 
  a mouth filled with sharp tusks.
  SR 7
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Smite         /          1/day. One target +0 to hit & +3 damage
  Lasts until target is dead.
  Good
  Evil
  Fiendish: Resist 5 Fire & Cold
  Wolverine
  WOLVERInE 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
  hp 22 (3d8+9)
  fort +5, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., burrow 10 ft., climb 10 ft.
  Melee 2 claws +4 (1d6+2), bite +4 (1d4+2) 
  Special Attacks rage
  STATISTICS
  Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
  Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
  feats Skill Focus (Perception), Toughness 
  Skills Climb +10, Perception +10
  ECOLOgy
  Environment cold forests
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Rage (Ex) A wolverine that takes damage in 
  combat flies into a rage on its next turn, 
  clawing and biting madly until either it 
  or its opponent is dead. It gains +4 to 
  Strength, +4 to Constitution, and 
  –2 to AC. The creature cannot 
  end its rage voluntarily.
  This stocky, muscular mammal is the size of a badger, its snarling 
  lips revealing a mouth full of yellow teeth.
  SR 7
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Smite          /           1/day. One target +0 to hit & +3 damage
  Good
  Evil
  Fiendish: Resist 5 Fire & Cold
  SPECIAL ABILITIES
  Death Roll (Ex) When grappling a foe of its size or smaller, 
  a crocodile can perform a death roll upon making a 
  successful grapple check. As it clings to its foe, it tucks 
  in its legs and rolls rapidly, twisting and wrenching its 
  victim. The crocodile inflicts its bite damage and knocks 
  the creature prone. If successful, the crocodile maintains 
  its grapple.
  hold Breath (Ex) A crocodile can hold its 
  breath for a number of rounds equal 
  to 4 times its Constitution score 
  before it risks drowning.
  Sprint (Ex) Once per minute a crocodile 
  may sprint, increasing its land speed to 40 feet for 
  1 round.
  Crocodile
  CROCODILE 
  CR 2
  XP 600
  N Large animal
  Init +1; Senses low-light vision; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 22 (3d8+9)
  fort +6, Ref +4, Will +2
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +5 (1d8+4 plus grab) and tail slap +0 (1d12+2)
  Space 10 ft.; Reach 5 ft.
  Special Attacks death roll (1d8+6 plus trip)
  STATISTICS
  Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
  feats Skill Focus (Perception, Stealth)
  Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial 
  Modifiers +8 on Stealth in water
   hold breath
  This reptile lunges out of the placid water with shocking speed. Its 
  jaw gapes open in a roar, its powerful tail lashing behind.
  SR 7
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Smite           /            1/day. One target +0 to hit & +4 damage
  Lasts until target is dead.
  Good
  Evil
  Fiendish: Resist 5 Fire & Cold
  DIRE BAT 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses blindsense 40 ft.; Perception +12
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 22 (4d8+4)
  fort +5, Ref +6, Will +3
  OffEnSE
  Speed 20 ft., fly 40 ft. (good)
  Melee bite +5 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6
  Base Atk +3; CMB +7; CMD 19
  feats Alertness, Stealthy
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense
  Bat, Dire
  This giant, furry bat is nearly the size of an ox, with dark leathery 
  wings that open wider than two men with arms outstretched.
  SR 7
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Smite           /            1/day. One target +0 to hit & +3 damage
  Lasts until target is dead.
  Good
  Evil
  Fiendish: Resist 5 Fire & Cold
  Cat, Cheetah
  ChEETAh
  CR 2
  XP 600
  N Medium animal
  Init +8; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  fort +5, Ref +7, Will +2
  OffEnSE
  Speed 50 ft.; sprint
  Melee bite +6 (1d6+3 plus trip), 2 claws +6 (1d3+3) 
  STATISTICS
  Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
  feats Improved Initiative, Weapon Finesse
  Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall 
  grass); Racial Modifiers +4 Stealth in tall grass
  SPECIAL ABILITIES
  Sprint (Ex) Once per hour, a cheetah can move at 10 times its 
  normal speed (500 feet) when it makes a charge.
  This large, sleek feline has a golden coat spotted with black. Its 
  long and powerful legs are obviously capable of great speed.
  SR 7
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Light Ray (Ex)  A lantern archon can fire beams of light to 
  damage foes. These light rays have a maximum range of 30 
  feet. This attack overcomes damage reduction of any type.
  Aura of Menace (Su) A righteous aura surrounds archons 
  that fight or get angry. Any hostile creature within a 
  20-foot radius of an archon must succeed on a Will save 
  to resist its effects. The save DC varies with the type 
  of archon, is Charisma-based, and includes a +2 racial 
  bonus. Those who fail take a –2 penalty on attacks, AC, 
  and saves for 24 hours or until they successfully hit 
  the archon that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected again 
  by the same archon’s aura for 24 hours.
  Archon, Lantern
  LAnTERn ARChOn
  CR 2
  XP 600
  LG Small outsider (archon, extraplanar, good, lawful)
  Init +4; Senses darkvision 60 ft., low-light vision; 
  Perception +4
  Aura aura of menace (DC 12)
  DEfEnSE
  AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil)
  hp 13 (2d10+2)
  fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification
  OffEnSE
  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)
  STATISTICS
  Str 1, Dex 11, Con 12, Int 6, Wis 11, 
  Cha 10
  Base Atk +2; CMB –4; CMD 6
  feats Improved Initiative
  Skills Diplomacy +5, Fly +14, Knowledge 
  (planes) +3, Perception +4, Sense 
  Motive +5
  Languages Celestial, Draconic, 
  Infernal; truespeech SQ gestalt
  Shedding a warm and calming radiance, this orb of light moves 
  with a preternatural silence and otherworldly grace.
  
  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           /            1/day. One target +0 to hit & +4 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Shark
  ShARk
  CR 2
  XP 600
  N Large animal (aquatic)
  Init +5; Senses blindsense 30 ft., keen scent; Perception +8
  DEfEnSE
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size)
  hp 22 (4d8+4)
  fort +7, Ref +5, Will +2
  OffEnSE
  Speed swim 60 ft.
  Melee bite +5 (1d8+4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 12, Con 13, Int 1, 
  Wis 12, Cha 2
  Base Atk +3; CMB +7; CMD 18
  feats Great Fortitude, 
  Improved Initiative
  Skills Perception +8, 
  Swim +11
  This blue shark’s fins slice through the water, its black eyes rolling 
  and its gaping jaws showing countless teeth.
  SR 7
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Cat, Leopard
  With each graceful step, this leopard’s steely muscles ripple 
  beneath its spotted fur.
  LEOPARD 
  CR 2
  XP 600
  N Medium animal
  Init +4; Senses low-light vision, scent; Perception +5
  DEfEnSE
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
  hp 19 (3d8+6)
  fort +5, Ref +7, Will +2
  OffEnSE
  Speed 30 ft., climb 20 ft.
  Melee bite +6 (1d6+3 plus grab), 2 claws +6 (1d3+3) 
  Special Attacks pounce, rake (2 claws +6, 1d3+3)
  STATISTICS
  Str 16, Dex 19, Con 15, Int 2, Wis 13, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 19 (23 vs. trip)
  feats Skill Focus (Stealth), Weapon Finesse
  Skills Acrobatics +8, Climb +11, Perception +5, Stealth +11 (+15 in 
  undergrowth); Racial Modifiers +4 on Stealth in undergrowth
  SR 7
  Smite           /            1/day. One target +0 to hit & +3 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  gORILLA 
  CR 2
  XP 600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
  hp 19 (3d8+6)
  fort +7, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee 2 slams +3 (1d6+2)
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 7
  Base Atk +2; CMB +6; CMD 18
  feats Great Fortitude, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +14, 
  Ape, Gorilla
  Large, deep-set eyes peer from beneath this great ape’s thick brow 
  as it lumbers forward on its legs and knuckles.
  SR 7
  Smite           /            1/day. One target +0 to hit & +3 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Snake, Constrictor
  COnSTRICTOR SnAkE 
  CR 2
  XP 600
  N Medium animal
  Init +3; Senses scent; Perception +12
  DEfEnSE
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
  hp 19 (3d8+6)
  fort +4, Ref +6, Will +2
  OffEnSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +5 (1d4+4 plus grab)
  Special Attacks constrict (1d4+4)
  STATISTICS
  Str 17, Dex 17, Con 12, Int 1, Wis 12, Cha 2
  Base Atk +2; CMB +5 (+9 grapple); CMD 18 (can’t be tripped)
  feats Skill Focus (Perception), Toughness
  Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, 
  Swim +11; Racial Modifiers +4 Perception, +4 Stealth,
  This large snake has a thick, muscular body and dull green scales 
  decorated with dirty brown stripes.
  SR 7
  Smite           /            1/day. One target +0 to hit & +3 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Demon, Dretch
  DRETCh
  CR 2 
  XP 600
  CE Small outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 18 (2d10+7)
  fort +5, Ref +0, Will +3
  DR 5/cold iron or good; Immune electricity, poison; Resist
  acid 10, cold 10, fire 10
  OffEnSE
  Speed 20 ft.
  Melee 2 claws +4 (1d4+1), bite +4 (1d4+1)
  Spell-Like Abilities (CL 2nd)
  1/day—cause fear (DC 11), stinking cloud (DC 13), summon 
  (level 1, 1 dretch 35%)
  STATISTICS
  Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
  Base Atk +2; CMB +2; CMD 12
  feats Toughness
  Skills Escape Artist +5, Perception +5, Stealth +9
  Languages Abyssal (cannot speak); telepathy 100 ft. (limited to 
  This creature’s bloated frame shudders with each heaving step, 
  yet despite its shape, the thing moves with surprising quickness.
  Abyssal-speaking targets)
  
  ELECTRIC EEL 
  CR 2
  XP 600
  N Small animal
  Init +6; Senses low-light vision; Perception +4
  DEfEnSE
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
  hp 17 (2d8+8)
  fort +7, Ref +5, Will +0
  Resist electricity 10
  OffEnSE
  Speed 5 ft., swim 30 ft.
  Melee bite +3 (1d6+1) and tail –2 touch (1d6 
  electricity)
  STATISTICS
  Str 13, Dex 14, Con 19, Int 1, Wis 10, 
  Cha 6
  Base Atk +1; CMB +1; CMD 13 (can’t
  be tripped)
  feats Improved Initiative
  Skills Escape Artist +10, Perception 
  +4, Stealth +10, Swim +9; Racial 
  Modifiers +8 Escape Artist 
  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 Fortitude save or be stunned for 1d4 
  rounds. The save DC is Constitution-based.
  Eel, Electric
  This six-foot-long, snake-like fish moves slowly. A strange popping 
  and snapping sound occasionally emits from the creature’s body.
  SR 7
  Smite          /           1/day. One target +0 to hit & +2 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Lizard, Monitor
  MOnITOR LIzARD 
  CR 2
  XP 600
  N Medium animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 22 (3d8+9)
  fort +8, Ref +5, Will +2
  OffEnSE
  Speed 30 ft., swim 30 ft. 
  Melee bite +5 (1d8+4 plus grab and poison)
  STATISTICS
  Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +5 (+9 grapple); CMD 17 (21 vs. trip)
  feats Great Fortitude, Skill Focus (Perception)
  Skills Climb +7, Perception +8, Stealth +10 (+14 in undergrowth), 
  Swim +11; Racial Modifiers +4 Stealth (+8 in undergrowth)
  SPECIAL ABILITIES
  Poison (Su) Bite—injury; save Fort DC 14; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; 
  cure 1 save. The save DC is Constitution-based.
  This immense lizard moves with a slow but relentless gait. Its feet 
  end in large talons, and ropes of drool hang from its toothy maw.
  SR 7
  Smite           /            1/day. One target +0 to hit & +3 damage
  Good
  Evil
  Fiendish: Resist 5 Cold & Fire
  Lasts until target is dead.
  Celestial: Resist 5 Acid, Cold & Electricity
  
  Summon Monster IV
  
  Dinosaur, Deinonychus
  DEInOnyChUS 
  CR 3
  XP 800
  N Medium animal
  Init +6; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 34 (4d8+16)
  fort +8, Ref +6, Will +2
  OffEnSE
  Speed 60 ft.
  Melee 2 talons +5 (1d8+2),bite +5 (1d6+2), foreclaws +0 (1d4+1) 
  Special Attacks pounce
  STATISTICS
  Str 15, Dex 15, Con 19, Int 2, Wis 12, Cha 14
  Base Atk +3; CMB +5; CMD 17
  feats Improved Initiative, Run
  Skills Acrobatics +10  (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth
  ECOLOgy 
  Environment warm forests
  Organization solitary, pair, or pack (3–12)
  Treasure none
  This brightly colored dinosaur exudes a dangerous ferocity. Each 
  foot is armed with a large, sickle-shaped claw.
  Smite                    1/day +0 to hit & +4 damage
  Evil Good
  Celestial: Resist 10 Acid, Cold & Electricity
  Fiendish: Resist 10 Fire & Cold
  SR 8
  
  Smite                    1/day +0 to hit & +4 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Ape, Dire
  DIRE APE (gIgAnTOPIThECUS)  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +8
  DEfEnSE
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
  hp 30 (4d8+12)
  fort +7, Ref +6, Will +4
  OffEnSE
  Speed 30 ft., climb 30 ft.
  Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rend (2 claws, 1d4+6)
  STATISTICS
  Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 7
  Base Atk +3; CMB +8; CMD 20
  feats Iron Will, Skill Focus (Perception)
  Skills Acrobatics +6, Climb +16, Perception +8, Stealth +2
  ECOLOgy
  Ecology warm forests
  Organization solitary, pair, or troop (3–6)
  Treasure incidental
  Sharp teeth fill this large, feral ape’s mouth, and its long, muscular 
  arms stretch to the ground, ending in wickedly curved claws.
  SR 8
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  SR 10
  DR 5/
  436353
  Will +2
  436353
  Boar, Dire
  DIRE BOAR (DAEODOn)
  CR 5
  XP 1,200
  N Large animal
  Init +4; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
  hp 42 (5d8+20)
  fort +7, Ref +4, 
  Defensive Abilities ferocity
  OffEnSE
  Speed 40 ft.
  Melee gore +8 melee (2d6+9)
  STATISTICS
  Str 23, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +3; CMB +10; CMD 20
  feats Improved Initiative, Skill Focus (Perception), Toughness
  Skills Perception +12
  ECOLOgy
  Environment temperate or tropical forests
  Organization solitary, pair, or herd (3–8)
  Treasure none
  The back of this horse-sized boar rises in a steep slope. Its tiny red 
  eyes are crusted with filth and its bristly flank crawls with flies.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  SR 9
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  DR 5/
  Wolf, Dire
  DIRE WOLf
  CR 3
  XP 800
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +10
  DEfEnSE
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
  hp 37 (5d8+15)
  fort +7, Ref +6, Will +2
  OffEnSE
  Speed 50 ft.
  Melee bite +7 (1d8+6 plus trip)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 19, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +3; CMB +8; CMD 20 (24 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
  ECOLOgy
  Environment cold or temperate forests
  Organization solitary, pair, or pack (3–8)
  Treasure none
  This immense black wolf is the size of a horse, its fangs as large 
  and sharp as knives.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  SR 10
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  DR 5/
  Bear, Grizzly
  gRIzzLy BEAR 
  CR 5
  XP 1,200
  N Large animal
  Init +1; Senses low-light vision, scent ; Perception +6
  DEfEnSE
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size)
  hp 42 (5d8+20)
  fort +8, Ref +5, Will +2
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +7 (1d6+5 plus grab), bite +7 (1d6+5)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 21, Dex 13, Con 19, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 20 (24 vs. trip)
  feats Endurance, Run, Skill Focus (Survival)
  Skills Perception +6, Survival +5, Swim +14; Racial Modifiers 
  +4 Swim
  Broad, powerful muscles move beneath this massive bear’s brown 
  fur, promising both speed and lethal force.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  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.
  Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 
  20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type 
  of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, 
  and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has 
  resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
  Archon, Hound
  hOUnD ARChOn
  CR 4
  XP 1,200
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +4; Senses darkvision 60 ft., detect evil, low-light vision, 
  scent; Perception +10
  Aura aura of menace (DC 16), magic circle against evil
  DEfEnSE
  AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
  hp 39 (6d10+6)
  fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification; SR 15
  OffEnSE
  Speed 40 ft.
  Melee bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword 
  +9/+4 (1d8+2), bite +3 (1d8+2) 
  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
  STATISTICS
  Str 15, Dex 10, Con 13, Int 10, Wis13, Cha 12
  Base Atk +6; CMB +8; CMD 18
  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
  This canine-headed humanoid’s well-groomed appearance and 
  polished greatsword show it to be more than a common beast.
  SQ change shape (beast shape II)
  
  Elemental, Air
  MEDIUM AIR ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (air, elemental, extraplanar)
  Init +9; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  fort +6, Ref +9, Will +1
  Defensive Abilities air mastery; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee slam +9 (1d6+3)
  Special Attacks whirlwind (DC 14)
  STATISTICS
  Str 14, Dex 21, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 22
  feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge 
  (planes) +1, Perception +7, Stealth +10
  Elemental, Earth
  MEDIUM EARTh ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7
  DEfEnSE
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural)
  hp 34 (4d10+12)
  fort +7, Ref +0, Will +4
  Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee slam +9 (1d8+7)
  Special Attacks earth mastery
  STATISTICS
  Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +9; CMD 18
  feats Cleave, Improved Bull RushB, Power Attack
  Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, 
  Knowledge (planes) +2, Perception +7, Stealth +3
  Elemental, Fire
  MEDIUM fIRE ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, fire)
  Init +7; Senses darkvision 60 ft.; Perception +7
  DEfEnSE
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural)
  hp 30 (4d10+8)
  fort +6, Ref +7, Will +1
  Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee slam +7 (1d6+1 plus burn)
  Special Attacks burn (1d6, DC 14)
  STATISTICS
  Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +5; CMD 18
  feats Dodge, Improved InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +8, Climb +5, Escape Artist +8, Intimidate +5, 
  Knowledge (planes) +1, Perception +7
  436443
  MEDIUM WATER ELEMEnTAL 
   
  CR 3
  XP 800
  N Medium outsider (elemental, extraplanar, water)
  Init +1; Senses darkvision 60 ft.; Perception +5
  DEfEnSE
  AC 17, touch 11, flat-footed 17 (+1 Dex, +6 natural)
  hp 30 (4d10+8)
  fort +6, Ref +5, Will +1
  Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee slam +7 (1d8+4)
  Special Attacks drench, vortex (DC 15), water mastery
  STATISTICS
  Str 16, Dex 12, Con 15, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 18
  feats Cleave, Power Attack
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +16
  Elemental, Water
  436443
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  SR 10
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  DR 5/
  Rhinoceros
  RhInOCEROS 
  CR 5
  XP 1,200
  N Large animal
  Init +0; Senses scent; Perception +12
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
  hp 42 (5d8+20)
  fort +10, Ref +4, Will +2
  OffEnSE
  Speed 40 ft.
  Melee gore +8 (2d6+9)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d6+12)
  STATISTICS
  Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5
  Base Atk +3; CMB +10; CMD 20 
  (24 vs. trip)
  feats Endurance, Great Fortitude, 
  Skill Focus (Perception)
  Skills Perception +12
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or 
  herd (3–12)
  Treasure none
  This rhinoceros has a low-slung head with twisted ears that lie 
  back along its neck.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  SR 9
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  DR 5/
  LIOn
  CR 4
  XP 800
  N Large Animal
  Init +7; Senses low-light vision, scent; Perception +9
  DEfEnSE
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
  hp 32 (5d8+10)
  fort +6, Ref +7, Will +2
  OffEnSE
  Speed 40 ft.
  Melee bite +7 (1d8+5 plus grab), 2 claws +7 (1d4+5)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +7, 1d4+5)
  STATISTICS
  Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +3; CMB +9 (+13 grapple); CMD 22 (26 vs. trip)
  feats Improved Initiative, Run, Skill Focus (Perception)
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in undergrowth)
  ECOLOgy
  Environment warm plains
  Organization solitary, pair, or pride (3–10)
  Treasure none
  Lion
  This great cat’s muscles flex visibly under its skin as it bares its 
  fangs and shakes its thick mane of hair.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Mephit
  MEPhIT 
  CR 3
  XP 800
  N Small outsider (varies)
  Init +6; Senses darkvision 60 ft.; Perception +6
  DEfEnSE
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
  hp 19 (3d10+3); fast healing 2
  fort +2, Ref +5, Will +3
  DR 5/magic
  OffEnSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 claws +5 (1d3+1)
  Special Attacks breath weapon (15-foot cone, effect based on 
  type, Reflex DC 13 for half)
  Spell-Like Abilities (CL 6th)
  1/day—summon (level 2, 1 mephit of the same type 25%), 
  additional abilities based on mephit type
  STATISTICS
  Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 14
  Base Atk +3; CMB +3; CMD 15
  feats Dodge, Improved Initiative
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12
  Languages Common, one appropriate elemental language 
  (Aquan, Auran, Ignan, or Terran)
  ECOLOgy
  Environment any (elemental planes)
  Organization solitary, pair, gang (3–6), mob (7–12)
  Treasure standard
  SPECIAL ABILITIES
  Breath Weapon (Su) Each type of mephit can unleash a 
  particular breath weapon every 4 rounds as a standard 
  action. The DC is Constitution-based and includes a +1 
  racial bonus.
  This small humanoid creature has thin, leathery wings, small 
  horns, and a mischievous smile. 
  Air Mephit (Air)
  Air mephits are commonly found on the Plane of Air. 
  These mephits are whimsical and prone to distraction.
  •	 fast healing: Works only in gusty and windy areas.
  •	 Speed: Fly 60 ft. (perfect)
  •	 Breath Weapon: A cone of sand and grit that deals 1d8 
  slashing damage.
  •	 Spell-Like Abilities: blur 1/hour, gust of wind 1/day.
  Dust Mephit (Air)
  Dust mephits are commonly found on the Plane of Air. 
  These mephits are irritating and persistent.
  •	 fast healing: Works only in dusty environments.
  •	 Speed: Fly 50 ft. (perfect)
  •	 Breath Weapon: A cone of dust that deals 1d4 slashing 
  damage. The dust also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Spell-Like Abilities: blur 1/hour, wind wall 1/day
  Earth Mephit (Earth)
  Earth mephits are commonly found on the Plane of Earth. 
  These mephits are plodding and humorless.
  •	 fast healing: Works only while underground.
  •	 Breath Weapon: A cone of rocks that deals 1d8 
  bludgeoning damage.
  •	 Change Size: Once per day, an earth mephit can enlarge 
  one size category, as enlarge person, except that it only 
  works on the earth mephit. This power acts as a 2nd-
  level spell.
  •	 Spell-Like Abilities: soften earth and stone 1/day
  Ice Mephit (Cold)
  Ice mephits are commonly found on the Plane of Air. These 
  mephits are cruel and aloof.
  •	 fast healing: Works only in areas below freezing.
  •	 Immune: Cold
  •	 Weaknesses: Vulnerability to fire
  •	 Breath Weapon: A cone of ice that deals 1d4 cold damage. 
  The cold also causes living creatures to be sickened for 3 
  rounds. A Reflex save halves the damage and negates the 
  sickened effect.
  •	 Spell-Like Abilities: magic missile 1/hour, chill metal 1/day (DC 14)
  Magma Mephit (Fire)
  Magma mephits are commonly found on the Plane of Fire. 
  These mephits are dim-witted brutes.
  •	 fast healing: Works only in contact with magma or lava.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath Weapon: A cone of fire that deals 1d8 fire damage.
  •	 Magma form (Su): Once per hour, a magma mephit can 
  assume the form of a pool of lava, 3 feet in diameter and 
  6 inches deep. While in this form, its DR increases to 20/
  magic and it cannot attack. It can move at a speed of 
  10 feet per round and can pass through small openings 
  and cracks. Anything touching this pool takes 1d6 fire 
  damage. A magma mephit may remain in this form for up 
  to 10 minutes.
  •	 Spell-Like Abilities: pyrotechnics 1/day
  Salt Mephit (Earth)
  Salt mephits are commonly found on the Plane of Earth. 
  These mephits are cruel and aloof.
  •	 fast healing: Works only in arid environments.
  •	 Breath Weapon: A cone of salt crystals that deals 1d4 
  slashing damage. The salt also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Dehydrate (Su): Once per day a salt mephit can draw the 
  moisture from an area in a 20-foot radius centered on 
  Steam Mephit (Fire)
  Steam mephits are commonly found on the Plane of Fire. 
  These mephits are overconfident and brash.
  •	 fast healing: Works only in boiling water or steam.
  •	 Immune: Fire
  •	 Weaknesses: Vulnerability to cold
  •	 Breath weapon: A cone of steam that deals 1d4 fire damage. 
  The scalding water also causes living creatures to be 
  sickened for 3 rounds. A Reflex save halves the damage and 
  negates the sickened effect.
  •	 Boiling Rain (Su): Once per day a steam mephit can create 
  a rainstorm of boiling water in a 20-foot-square area. Living 
  creatures within the area take 2d6 points of fire damage 
  (Fortitude DC 14 half; caster level 6th). This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: blur 1/hour
  Water Mephit (Water)
  Water mephits are commonly found on the Plane of Water. 
  These mephits are constant jokesters.
  •	 fast healing: Works only while the mephit is underwater.
  •	 Speed: Swim 30 ft.
  •	 Breath Weapon: A cone of acid that deals 1d8 acid damage.
  •	 Spell-Like Abilities: acid arrow 1/hour, stinking cloud 1/day 
  (DC 15)
  itself. Living creatures within range take 2d8 points of 
  damage (Fortitude DC 14 half; caster level 6th). This effect is 
  especially devastating to plant and aquatic creatures, which 
  take a –2 penalty on their saving throws. This ability is the 
  equivalent of a 2nd-level spell.
  •	 Spell-Like Abilities: glitterdust 1/hour.
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  SR 9
  Evil Good
  DR 5/
  Dinosaur, Pteranodon
  PTERAnODOn
  CR 4
  XP 800
  N Large animal
  Init +8; Senses low-light vision, scent; Perception +11 
  DEfEnSE
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 32 (5d8+10)
  fort +6, Ref +8, Will +3
  OffEnSE
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +5 (2d6+4) 
  Space 10 ft.; Reach 10 ft.
  STATISTICS
  Str 16, Dex 19, Con 15, Int 2, Wis 15, Cha 12
  Base Atk +3; CMB +7; CMD 21
  feats Dodge, Improved Initiative, Skill Focus (Perception)
  Skills Fly –1, Perception +11
  This flying reptile has two huge wings and a distinctive backward-
  sweeping crest decorating its head.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Smite                    1/day +0 to hit & +4 damage
  Evil Good
  Celestial: Resist 5 Acid, Cold & Electricity
  Fiendish: Resist 5 Fire & Cold
  SR 8
  Hell Hound
  hELL hOUnD 
  CR 3
  XP 800
  LE Medium outsider (evil, extraplanar, fire, lawful)
  Init +5; Senses darkvision 60 ft., scent; Perception +7
  DEfEnSE
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
  hp 30 (4d10+8)
  fort +6, Ref +5, Will +1
  Immune fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 40 ft.
  Melee bite +5 (1d8+1 plus 1d6 fire)
  Special Attacks breath weapon (10-ft. cone, once every 2d4 
  rounds, 2d6 fire damage, Reflex DC 14 for half)
  STATISTICS
  Str 13, Dex 13, Con 15, Int 6, Wis 10, Cha 6
  Base Atk +4; CMB +5; CMD 16 (20 vs. trip)
  feats Improved Initiative, Run
  Skills Acrobatics +8, Perception +7, Stealth +13, Survival +7; 
  Racial Modifiers +5 Stealth
  Languages Infernal (cannot speak)
  This creature resembles a thin, lanky wolf with reddish-brown 
  fur, white claws, and burning, fiery red eyes.
  
  Smite                    1/day +0 to hit & +5 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  SR 9
  Evil Good
  DR 5/
  Scorpion, Giant
  gIAnT SCORPIOn
  CR 4
  XP 800
  N Large vermin
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +4
  DEfEnSE
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size)
  hp 37 (5d8+15)
  fort +7, Ref +1, Will +1
  Immune mind-affecting effects
  OffEnSE
  Speed 50 ft.
  Melee 2 claws +6 (1d6+4 plus grab), sting +6 (1d6+4 plus poison) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks constrict (1d6+4)
  STATISTICS
  Str 19, Dex 10, Con 16, Int —, Wis 10, Cha 2
  Base Atk +3; CMB +8 (+12 grapple); CMD 18 (30 vs. trip)
  Skills Climb +8, Perception +4, Stealth +0; Racial Modifiers +4 
  Climb, +4 Perception, +4 Stealth
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 6 
  rounds; effect 1d2 Strength damage; cure 1 save. The save DC is 
  Constitutuion-based and includes a +2 racial bonus.
  The sixteen-foot-long scorpion scrabbles forward, ferocious claws 
  raised in challenge, stingered tail arched over its back.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Smite                    1/day +0 to hit & +4 damage
  Evil Good
  Celestial: Resist 5 Acid, Cold & Electricity
  Fiendish: Resist 5 Fire & Cold
  SR 8
  Wasp, Giant
  gIAnT WASP 
  CR 3
  XP 800
  N Large vermin
  Init +1; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size)
  hp 34 (4d8+16)
  fort +8, Ref +2, Will +2
  Immune mind-affecting 
  effects
  OffEnSE
  Speed 20 ft., fly 60 ft. 
  (good)
  Melee sting +6 (1d8+6 
  plus poison)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 18, Dex 12, Con 18, Int —, 
  Wis 13, Cha 11
  Base Atk +3; CMB +8; CMD 19
  Skills Fly +3, Perception +9; Racial 
  Modifiers +8 Perception
  ECOLOgy
  Environment temperate forests
  Organization solitary, pair, group (3–6), or 
  nest (7–19)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Sting—injury; save Fort DC 18; 
  frequency 1/round for 6 rounds; effect 1d2 Dexterity 
  damage; cure 1 save. The save DC is Constitution-based, 
  and includes a +2 racial bonus.
  This horse-sized wasp is covered in yellow and black vertical 
  stripes—its stinger is the size of a sword and drips with venom.
  
  Summon Monster V
  
  Smite                    1/day +0 to hit & +8 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  SR 11
  DR 5/
  436510
  436510
  DIRE LIOn (SPOTTED LIOn)
  CR 5
  XP 1,600
  N Large Animal
  Init +6; Senses low-light vision, scent; Perception +11
  DEfEnSE
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
  hp 60 (8d8+24)
  fort +9, Ref +8, Will +3
  OffEnSE
  Speed 40 ft.
  Melee bite +12 (1d8+7 plus grab), 2 claws +13 (1d6+7)
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +13, 1d6+7)
  STATISTICS
  Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +6; CMB +14 (+18 grapple); CMD 26 (30 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)
  ECOLOgy
  Environment warm plains or hills
  Organization solitary, pair, or pride (3–8)
  Treasure incidental
  Lion, Dire
  This immense spotted lion stands as tall as a man at the 
  shoulder, its fur matted with the blood of its victims.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Demon, Babau
  BABAU 
  CR 6 
  XP 2,400
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility; Perception +19
  DEfEnSE
  AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural)
  hp 73 (7d10+35)
  fort +10, 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
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +12 (1d6+5), bite +12 (1d6+5) or longspear +12/+7 
  (1d8+7), bite +7 (1d6+2)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  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%)
  STATISTICS
  Str 21, Dex 13, Con 20, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +12; CMD 23
  feats Combat Reflexes, Improved Initiative, Iron Will, Skill 
  Focus (Stealth)
  Skills Acrobatics +11, Climb +12, 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 layer of acidic slime 
  coats a babau’s skin. Any creature that strikes 
  a babau with a natural attack or unarmed strike 
  takes 1d8 points of acid damage from this slime if it fails a DC 
  18 Reflex save. A creature that strikes a babau with a melee 
  weapon must make a DC 18 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. Ammunition that strikes a babau is 
  automatically destroyed after it inflicts its damage.
  This emaciated figure looks like a horned human skeleton 
  smothered within a bone-tight hide of slimy leather.
  
  Azata, Bralani
  BRALAnI 
  CR 6
  XP 2,400
  CG Medium outsider (azata, chaotic, extraplanar, good, 
  shapechanger)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +15
  DEfEnSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 66 (7d10+28)
  fort +9, Ref +9, Will +6
  DR 10/cold iron or evil; Immune electricity, petrification; 
  Resist cold 10, fire 10; SR 17
  OffEnSE
  Speed 40 ft., fly 100 ft. (perfect)
  Melee +1 scimitar +13/+8 (1d6+8/18–20) or slam +12 (1d6+7)
  Ranged +1 composite longbow +12/+7 (1d8+6/×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
  STATISTICS
  Str 20, Dex 18, Con 19, Int 13, Wis 14, Cha 15
  Base Atk +7; CMB +12; CMD 26
  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
   wind form
  Silver-white hair the color of a lightning strike whips about this 
  poised elf-like archer, his eyes swirling with vibrant colors.
  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 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.
  
  Kyton
  kyTOn
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar, kyton, lawful)
  Init +7; Senses darkvision 60 ft.; Perception +14
  DEfEnSE
  AC 21, touch 13, flat-footed 18 (+4 armor, +3 Dex, +4 natural)
  hp 60 (8d10+16); regeneration 2 (good weapons and spells, 
  silver weapons)
  fort +8, Ref +9, Will +3
  DR 5/silver or good; Immune cold; SR 17
  OffEnSE
  Speed 30 ft.
  Melee 4 chains +11 (2d4+2)
  Space 5 ft; Reach 5 ft. (10 ft. with chains)
  Special Attacks dancing chains,
  unnerving gaze
  STATISTICS
  Str 15, Dex 17, Con 14, Int 11, Wis 12, 
  Cha 12
  Base Atk +8; CMB +10; CMD 23
  feats Alertness, Blind-Fight, 
  Improved Initiative, Weapon Focus 
  (chain)
  Skills Acrobatics +14, Climb +13, Craft 
  (blacksmithing) +11, Escape Artist 
  +14, Intimidate +12, Perception +14
  Languages Common, Infernal
  Wickedly barbed chains adorn this lean figure, and gaps in the 
  bindings reveal deathly pale flesh etched with jagged scars.
  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.
  
  Salamander
  This snake-bodied humanoid hisses with anger. Spines of crackling 
  flame dance along the creature’s blackened, fiery-red scales.
  SALAMAnDER 
  CR 6
  XP 2,400
  CE Medium outsider (extraplanar, fire)
  Init +1; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 76 (8d10+32)
  fort +10, Ref +7, Will +6
  DR 10/magic; Immune fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 20 ft.
  Melee spear +11/+6 (1d8+4/×3 plus 1d6 fire), tail slap +6 (2d6+1 
  plus 1d6 fire and grab)
  Space 5 ft.; Reach 5 ft. (10 ft. with tail)
  Special Attacks constrict (2d6+4 plus 1d6 fire), heat
  STATISTICS
  Str 16, Dex 13, Con 18, Int 14, Wis 15, Cha 13
  Base Atk +8; CMB +11 (+15 grapple); CMD 22 (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.
  
  DR 5/
  Smite                    1/day +0 to hit & +8 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  SR 12
  436552
  436552
  Rhinoceros, Woolly
  WOOLLy RhInOCEROS 
  CR 6
  XP 2,400
  N Large animal
  Init +0; Senses scent; Perception +15
  DEfEnSE
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
  hp 76 (8d8+40)
  fort +13, Ref +6, Will +3
  OffEnSE
  Speed 30 ft.
  Melee gore +14 (2d8+13)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (gore, 4d8+18), trample
  (2d6+13, DC 23)
  STATISTICS
  Str 28, Dex 10, Con 21, Int 2, Wis 13, Cha 3
  Base Atk +6; CMB +16; CMD 26 (30 vs. trip)
  feats Diehard, Endurance, Great Fortitude, Skill Focus 
  (Perception)
  Skills Perception +15
  This large rhinoceros has a shaggy pelt of long, brown fur and a 
  row of immense horns on its snout and brow.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Xill
  XILL 
  CR 6
  XP 2,400
  LE Medium outsider (evil, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 14, flat-footed 17 (+4 Dex, +5 natural, +2 shield)
  hp 67 (9d10+18)
  fort +8, Ref +10, Will +6
  SR 17
  OffEnSE
  Speed 40 ft.
  Melee short swords +13/+13/+8 (1d6+3/19–20), claw +13 (1d4+3 
  plus grab), bite +7 (1d3+1 plus paralysis), or 4 claws +13 
  (1d4+3 plus grab), bite +12 (1d3+3 plus paralysis)
  Ranged 2 longbows +13 (1d8/×3)
  Special Attacks implant, paralysis (1d4 hours, DC 16)
  STATISTICS
  Str 17, Dex 18, Con 14, Int 15, Wis 12, Cha 11
  Base Atk +9; CMB +12 (+16 grapple); CMD 26
  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
  This flame-red humanoid appears to be a strange mix of insect 
  and reptile, with four arms and twitching, fanged mandibles.
  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 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.
  
  Smite                    1/day +0 to hit & +10 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  SR 12
  DR 5/
  436400
  436400
  Dinosaur, Ankylosaurus
  AnkyLOSAURUS 
  CR 6
  XP 2,400
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +14 
  DEfEnSE
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size)
  hp 75 (10d8+30)
  fort +12, Ref +7, Will +4
  OffEnSE
  Speed 30 ft.
  Melee tail +14 (3d6+12 plus stun)
  Space 15 ft.; Reach 15 ft.
  STATISTICS
  Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
  Base Atk +7; CMB +17; CMD 27 (31 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Overrun, Power Attack, Weapon Focus (tail)
  Skills Perception +14
  ECOLOgy
  Environment warm forests and plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
  SPECIAL ABILITIES
  Stun (Ex) The ankylosaurus’s tail can deliver a powerful, 
  stunning blow. A creature struck by this attack must make a 
  DC 23 save or be dazed for 1 round. If the strike is a critical 
  hit and the target fails its save, it is instead stunned for 1d4 
  rounds. The save DC is Strength-based.
  Thick bony plates armor the domelike back of this quadrupedal 
  dinosaur, its powerfully muscled tail ending in a bony club.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  100 ft.
  Devil, Bearded
  BEARDED  DEVIL (BARBAzU)
  CR 5
  XP 1,600
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Perception +10
  DEfEnSE
  AC 19, touch 12, flat-footed 17 (+2 Dex, +7 natural)
  hp 57 (6d10+24)
  fort +9, Ref +7, Will +3
  DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 
  10; SR 16
  OffEnSE
  Speed 40 ft.
  Melee glaive +11/+6 melee (1d10+6 plus infernal wound) or 2 
  claws +10 melee (1d6+4)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  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%)
  STATISTICS
  Str 19, Dex 15, Con 19, Int 6, Wis 12, Cha 10
  Base Atk +6; CMB +10; CMD 22
  feats Improved Initiative, Power Attack, Weapon Focus (glaive)
  Skills Climb +13, Intimidate +7, Perception +10, Sense Motive 
  +6, Stealth +11
  Languages Celestial, Common, Draconic, Infernal; telepathy
  This seething devil deftly wields a vicious, saw-toothed glaive, 
  while below its toothy maw writhes a hideous, twitching beard.
  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 Fortitude save or contract devil 
  chills. The save DC is Constitution-based.
  Devil Chills: Disease—injury; save Fort DC 17; 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 
  SPECIAL ABILITIES
  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.
  
  Elemental, Air
  LARgE AIR ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (air, elemental, extraplanar)
  Init +11; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +13, Will +2
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +14 (1d8+4)
  Space 10 ft.; Reach 10 ft.
  Special Attacks whirlwind (DC 18)
  STATISTICS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +8, CMB +13; CMD 31
  feats Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Mobility, Weapon FinesseB
  Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge 
  Elemental, Earth
  LARgE EARTh ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +11
  DEfEnSE
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +1, Will +6
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +14 (2d6+7)
  Space 10 ft.; Reach 10 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 24, Dex 8, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +16; CMD 25
  feats Cleave, Greater Bull Rush, Improved Bull RushB, 
  Improved Overrun, Power Attack
  Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, 
  Knowledge (planes) +6, Perception +11, Stealth +5
  Elemental, Fire
  LARgE fIRE ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, fire)
  Init +9; Senses darkvision 60 ft.; Perception +11
  DEfEnSE
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size)
  hp 60 (8d10+16)
  fort +8, Ref +11, Will +4
  DR 5/—; Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 50 ft.
  Melee 2 slams +12 (1d8+2 plus burn)
  Space 10 ft.; Reach 10 ft.
  Special Attacks burn (1d8, DC 16)
  STATISTICS
  Str 14, Dex 21, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +11; CMD 27
  feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring 
  Attack, Weapon FinesseB
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate 
  +9, Knowledge (planes) +5, Perception +11
  LARgE WATER ELEMEnTAL 
   
  CR 5
  XP 1,600
  N Large outsider (elemental, extraplanar, water)
  Init +2; Senses darkvision 60 ft.; Perception +9
  DEfEnSE
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, 
  –1 size)
  hp 68 (8d10+24)
  fort +9, Ref +8, Will +2
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +12 (1d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks drench, vortex (DC 19), water mastery
  STATISTICS
  Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 27
  feats Cleave, Dodge, Great Cleave, Power Attack
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Perception +9, Stealth +5, Swim +24
  Elemental, Water
  
  Smite                    1/day +0 to hit & +7 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  Evil Good
  SR 11
  DR 5/
  Eel, Giant Moray
  This sixteen-foot-long eel slithers through the water with uncanny 
  grace, mouth open to display large teeth and a second set of jaws.
  gIAnT MORAy EEL 
   CR 5
  XP 1,600
  N Large animal (aquatic)
  Init +6; Senses low-light vision, scent; Perception +7
  DEfEnSE
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
  hp 52 (7d8+21)
  fort +8, Ref +9, Will +3
  OffEnSE
  Speed swim 30 ft.
  Melee bite +11 (2d6+9 plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks gnaw
  STATISTICS
  Str 22, Dex 14, Con 16, Int 1, Wis 12, Cha 8
  Base Atk +5; CMB +12 (+16 grapple); CMD 24
  feats Improved Initiative, Lightning 
  Reflexes, Skill Focus (Stealth), Weapon Focus (bite)
  Skills Escape Artist +10, Perception +7, 
  Stealth +8, Swim +14; Racial Modifiers +8 Escape Artist 
  SPECIAL ABILITIES
  gnaw (Ex) If a giant moray begins a round with a grabbed foe, it 
  inflicts automatic bite damage (2d6+9 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 
  attack, 1d6+4) against a foe it has already grabbed.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  436405
  436405
  Smite                    1/day +0 to hit & +9 damage
  Evil Good
  Fiendish: Resist 10 Fire & Cold
  ORCA 
  CR 5
  XP 1,600
  N Huge animal
  Init +6; Senses blindsight 120 ft., low-light vision; 
  Perception +19
  DEfEnSE
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
  hp 67 (9d8+27)
  fort +9, Ref +8, Will +5
  OffEnSE
  Speed swim 80 ft.
  Melee bite +13 (2d6+12)
  Space 15 ft.; Reach 10 ft.
  STATISTICS
  Str 27, Dex 15, Con 16, Int 2, Wis 15, Cha 6
  Base Atk +6; CMB +16; CMD 28
  feats Endurance, Improved Initiative, Skill Focus (Perception, 
  Swim), Weapon Focus (bite)
  Skills Perception +19, Swim +28; Racial Modifiers +8 Perception
  SQ hold breath (as dolphin)
  ECOLOgy
  Environment cold oceans
  Organization solitary, pair, or pod (3–20)
  Treasure none
  Dolphin, Orca
  This sleek black whale has a distinctive white patch near each eye 
  and a mouth filled with sharp teeth.
  Celestial: Resist 10 Acid, Cold & Electricity
  Evil Good
  SR 11
  DR 5/
  
  Summon Monster VI
  
  Fiendish: Resist 10 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +10 damage
  SR 13
  Evil Good
  DR 5/
  Bear, Dire
  DIRE BEAR (CAVE BEAR)
  CR 7
  XP 3,200
  N Large animal
  Init +5; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size)
  hp 95 (10d8+50)
  fort +12, Ref +8, Will +4
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +13 (1d6+7 plus grab), bite +13 (1d8+7)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 25, Dex 13, Con 21, Int 2, Wis 12, Cha 10
  Base Atk +7; CMB +15 (+19 grapple); CMD 26 (30 vs. trip)
  feats Endurance, Improved Initiative, Iron Will, Run, Skill 
  Focus (Perception)
  Skills Perception +12, Swim +19; Racial Modifiers +4 Swim
  Spittle drips from this feral bear’s roaring maw, and its matted fur 
  is broken in places by wicked, bony growths.
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +14 damage
  SR 14
  Evil Good
  DR 10/
  Tiger, Dire
  DIRE TIgER (SMILODOn)
  CR 8
  XP 4,800
  N Large animal
  Init +6; Senses low-light vision, scent; Perception +12
  DEfEnSE
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 105 (14d8+42)
  fort +12, Ref +11, Will +5
  OffEnSE
  Speed 40 ft.
  Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 
  plus grab) 
  Space 10 ft.; Reach 5 ft.
  Special Attacks pounce, rake (2 claws +18, 2d4+8)
  STATISTICS
  Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
  Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Improved 
  Iron Will, Run, Skill Focus (Perception), Skill Focus (Stealth), 
  Weapon Focus (bite, claw)
  Skills Acrobatics +6, Perception +12, Stealth +8 (+14 in tall 
  grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass)
  ECOLOgy
  Environment any forests, plains, and swamps
  Organization solitary or pair
  Treasure none
  This large tiger grumbles a warning as it crouches. Two saber-
  like fangs jut downward from its powerful jaws.
  Celestial: Resist 15 Acid, Cold & Electricity
  
  436445
  436445
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +11 damage
  SR 13
  Evil Good
  DR 10/
  Elephant
  ELEPhAnT 
  CR 7
  XP 3,200
  N Huge animal
  Init +0; Senses low-light vision, scent; Perception +21
  DEfEnSE
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size)
  hp 93 (11d8+44)
  fort +13, Ref +7, Will +6
  OffEnSE
  Speed 40 ft.
  Melee gore +16 (2d8+10), slam +16 (2d6+10)
  Space 15 ft.; Reach 10 ft.
  Special Attacks trample (2d8+15; DC 25)
  STATISTICS
  Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
  Base Atk +8; CMB +20; CMD 30 (34 vs. trip)
  feats Endurance, Great Fortitude, Improved Bull Rush, Iron 
  Will, Power Attack, Skill Focus (Perception)
  Skills Perception +21
  These thick-skinned animals bear large ivory tusks flanking a 
  long, prehensile snout.
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Dinosaur, Elasmosaurus
  ELASMOSAURUS 
  CR 7
  XP 3,200
  N Huge animal
  Init +2; Senses low-light vision, scent; Perception +14
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 size)
  hp 105 (10d8+60)
  fort +14, Ref +9, Will +6
  OffEnSE
  Speed 20 ft., swim 50 ft. 
  Melee bite +13 (2d8+12) 
  Space 15 ft.; Reach 20 ft.
  STATISTICS
  Str 26, Dex 15, Con 20, Int 2, Wis 13, Cha 9
  Base Atk +7; CMB +17; CMD 30 (34 vs. trip)
  feats Dodge, Great Fortitude, Iron Will, 
  Skills Perception +14, Swim +16
  ECOLOgy
  Environment warm aquatic
  Organization solitary, pair, or school (3–6)
  Treasure none
  Long-necked and long-tailed, this large, predatory reptile glides 
  through the water on four powerful flippers.
   Mobility, Toughness
  Fiendish: Resist 10 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +10 damage
  Celestial: Resist 10 Acid, Cold & Electricity
  
  Celestial: Resist 15 Acid, Cold & Electricity
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +14 damage
  SR 14
  Evil Good
  DR 10/
  Dinosaur, Triceratops
  This beast’s armored head has three sharp horns decorating its face 
  and a large round crest angling back over its neck from its skull.
  TRICERATOPS 
  CR 8
  XP 4,800
  N Huge animal
  Init –1; Senses low-light vision, scent; Perception +21 
  DEfEnSE
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
  hp 119 (14d8+56)
  fort +15, Ref +8, Will +5
  OffEnSE
  Speed 30 ft.
  Melee gore +17 (2d10+12) 
  Space 15 ft.; Reach 15 ft.
  Special Attacks powerful charge (gore, 4d10+16), trample
  (1d8+12, DC 25)
  STATISTICS
  Str 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
  Base Atk +10; CMB +20; CMD 29 (33 vs. trip)
  feats Great Fortitude, Improved Bull Rush, Improved 
  Critical, Power Attack, Run, Skill Focus (Perception), 
  Weapon Focus (gore)
  Skills Perception +21 
  
  436536
  436536
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +12 damage
  Evil Good
  DR 10/
  SR 14
  Octopus, Giant
  gIAnT OCTOPUS 
  CR 8
  XP 4,800
  N Large animal (aquatic)
  Init +6; Senses low-light vision; Perception +8 
  DEfEnSE
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
  hp 90 (12d8+36)
  fort +11, Ref +12, Will +7
  Defensive Abilities ink cloud (30-foot-radius sphere)
  OffEnSE
  Speed 20 ft., swim 30 ft., jet 200 ft.
  Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
  Space 10 ft.; Reach 10 ft. (20 ft. with tentacle)
  Special Attack constrict (tentacle, 1d4+2)
  STATISTICS
  Str 20, Dex 15, Con 17, Int 2, Wis 12, Cha 3
  Base Atk +9; CMB +15 (+19 grapple); CMD 27 (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; 
  Racial Modifiers
  A storm of tentacles, each twenty feet in length, flails with deadly 
  precision from the leathery body of this gigantic octopus.
  SPECIAL ABILITIES
  Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves.
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Invisible Stalker
  InVISIBLE STALkER 
  CR 7
  XP 3,200
  N Medium outsider (air, elemental, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +12
  DEfEnSE
  AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural)
  hp 80 (7d10+42)
  fort +13, Ref +11, Will +4
  Defensive Abilities natural invisibility; Immune elemental traits
  OffEnSE
  Speed 30 ft., fly 30 (perfect)
  Melee 2 slams +12 (2d6+4)
  STATISTICS
  Str 18, Dex 19, Con 22, Int 14, Wis 15, Cha 11
  Base Atk +7; CMB +11; CMD 25
  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.
  No true form can be detected, yet a sense of force and hulking 
  malevolence is undeniable in this creature’s presence.
  
  Elemental, Air
  hUgE AIR ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (air, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +16, Will +5
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +17 (2d6+6)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 21)
  STATISTICS
  Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +18; CMD 38
  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
  hUgE EARTh ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13
  DEfEnSE
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +2, Will +7
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +17 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  Elemental, Earth
  STATISTICS
  Str 28, Dex 8, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +21; CMD 30
  feats Awesome Blow, Cleave, Greater Bull Rush, Improved 
  Bull RushB, Improved Overrun, Power Attack
  Skills Appraise +6, Climb +18, Knowledge (dungeoneering) +4, 
  Knowledge (planes) +7, Perception +13, Stealth +4
  hUgE fIRE ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (elemental, extraplanar, fire)
  Init +11; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size)
  hp 85 (10d10+30)
  fort +9, Ref +14, Will +5
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +15 (2d6+4 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d6, DC 17)
  STATISTICS
  Str 18, Dex 25, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +16; CMD 34
  feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB
  Skills Acrobatics +16, Climb +13, Escape Artist +16, Intimidate 
  +9, Knowledge (planes) +7, Perception +13
  Elemental, Fire
  Elemental, Water
  hUgE WATER ELEMEnTAL 
   
  CR 7
  XP 3,200
  N Huge outsider (elemental, extraplanar, water)
  Init +4; Senses darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 95 (10d10+40)
  fort +11, Ref +11, Will +3
  DR 5/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +15 (2d6+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 22), water mastery
  STATISTICS
  Str 24, Dex 18, Con 19, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 34
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack
  Skills
  Perception +13, Stealth +3, Swim +26
   Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, 
  
  Devil, Erinyes
  ERInyES 
  CR 8
  XP 4,800
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness, true seeing; 
  Perception +16
  DEfEnSE
  AC 23, touch 17, flat-footed 16 (+6 Dex, +1 
  dodge, +6 natural)
  hp 94 (9d10+45)
  fort +11, Ref +12, Will +7
  DR 5/good; Immune fire, poison; 
  Resist acid 10, cold 10; SR 19
  OffEnSE
  Speed 30 ft., fly 50 ft. (good)
  Melee +1 longsword +15/+10 
  (1d8+8/19–20)
  Ranged +1 flaming composite 
  longbow +14/+14/+9 
  (1d8+6/×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%)
  STATISTICS
  Str 20, Dex 23, Con 21, Int 14, Wis 18, Cha 21
  Base Atk +9; CMB +14; CMD 31
  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.
  Some calamity has befallen this angelic warrior. Wings stained 
  black shear the air as her merciless eyes search for a target.
  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.
  
  Azata, Lillend
  LILLEnD 
  CR 7
  XP 3,200
  CG Large outsider (azata, chaotic, extraplanar, good)
  Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13
  DEfEnSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size)
  hp 73 (7d10+35)
  fort +7, Ref +10, Will +10
  Immune electricity, petrification, poison; Resist cold 10, fire 10
  OffEnSE
  Speed 30 ft., fly 70 ft. (average)
  Melee +1 longsword +12/+7 (2d6+8/19–20), tail slap +6 (2d6+2 
  plus grab) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks bardic performance (20 rounds/day), 
  constrict (2d6+5)
  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
  This creature has the body of a seductive, winged elven woman 
  from the waist up and that of a snake from the waist down.
  STATISTICS
  Str 20, Dex 17, Con 21, Int 14, Wis 16, Cha 19
  Base Atk +7; CMB +13; CMD 26 (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.
  
   negate this ability.
  eats 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 
  increase its fly speed to 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 
   spells of 2nd level or lower do not
  Sunlight Powerlessness (Ex)  A shadow
  utterly powerless in bright 
  invisible. Artifcial illumination or light
    demon is 
  light or natural sunlight 
  TATISTICS
   —, Dex 18, Con 17, Int 14, Wis 14, Cha 19
  Base Atk +7; CMB +11; CMD 25
  Demon, Shadow
  ShADOW DEMOn
   CR 7 
  XP 3,200
  CE Medium outsider (chaotic, demon, evil, extraplanar, 
  incorporeal)
  Init +8; Senses darkvision 60 ft.; Perception +20
  DEfEnSE
  AC 18, touch 18, flat-footed 14 (+4 deflection, +4 Dex)
  hp 59 (7d10+21)
  fort +5, 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
  OffEnSE
  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, 1 shadow 
  Only this shadowy bat-winged demon’s teeth and claws have any 
  sense of physicality to them—the rest is lost in darkness.
  demon 50%)
  
  Languages Abyssal, Celestial, Common, Draconic; tongues, 
  telepathy 100 ft.
  SQ change shape (alter self, Small or Medium humanoid)
  SPECIAL ABILITIES
  Energy Drain (Su) A succubus drains energy from a mortal 
  she lures into an act of passion, such as a kiss. An unwilling 
  victim must be grappled before the succubus can use this 
  ability. The succubus’s kiss bestows one negative level. 
  The kiss also has the effect of a suggestion spell, asking the 
  victim to accept another act of passion from the succubus. 
  The victim must succeed on a DC 22 Will save to negate the 
  suggestion. The DC is 22 for the Fortitude save to remove a 
  negative level. These save DCs are Charisma-based.
  Profane gift (Su) Once per day as a full-round action, a 
  succubus may grant a profane gift to a willing humanoid 
  creature by touching it for 1 full round. The target gains a 
  +2 profane bonus to an ability score of his choice. A single 
  creature may have no more than one profane gif from 
  a succubus at a time. As long as the profane gift persists,
  and succubus can communicate telepathically with the
  target across any distance (and may use her suggestion
   spell-like ability through it). A profane gif is removed 
  dispel evil or dispel chaos. The succubus can 
  action (causing 2d6 
  buy
  remove it as well as a free 
  Charisma drain to the victim, no save).
  Demon, Succubus
  SUCCUBUS 
  CR 7 
  XP 3,200
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +3; Senses darkvision 60 ft., detect good; Perception +21, 
  DEfEnSE
  AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
  hp 84 (8d10+40)
  fort +7, Ref +9, Will +10
  DR 10/cold iron or good; Immune electricity, fire, poison; 
  Resist acid 10, cold 10; SR 18
  OffEnSE
  Speed 30 ft., fly 50 ft. (average)
  Melee 2 claws +11 (1d6+1)
  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%)
  STATISTICS
  Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
  Base Atk +8; CMB +11; CMD 22
  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.
  Tiny horns, bat-like wings, and a sinuous tail betray the demonic 
  nature of this alluring woman.
   (alter self, Small or Medium humanoid)
  SQ change shape
  
  Summon Monster VII
  
  Dinosaur, Brachiosaurus
  BRAChIOSAURUS 
  CR 10
  XP 9,600
  N Gargantuan animal
  Init +0; Senses low-light vision, scent; Perception +27
  DEfEnSE
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size)
  hp 171 (18d8+90)
  fort +18, Ref +11, Will +9
  OffEnSE
  Speed 30 ft.
  Melee tail +22 (4d6+19) 
  Space 20 ft.; Reach 20 ft.
  Special Attack trample (2d6+19, DC 32)
  STATISTICS
  Str 37, Dex 10, Con 21, Int 2, Wis 13, Cha 10
  Base Atk +13; CMB +30; CMD 40 (44 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
  ECOLOgy
  Environment warm forests or plains
  Organization solitary, pair, or herd (3–12)
  Treasure none
  A long tail counterbalances this reptile’s equally long neck, at the 
  end of which a relatively small head pulls food from the treetop.
  Good
  Evil
  Smite                1/day, +0 to hit & +18 damage
  SR 16
  Fiendish: Resist 15 Fire & Cold
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Crocodile, Dire
  DIRE CROCODILE 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +4; Senses low-light vision; Perception +14
  DEfEnSE
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size)
  hp 138 (12d8+84)
  fort +15, Ref +8, Will +8
  OffEnSE
  Speed 20 ft., swim 30 ft.; sprint
  Melee bite +18 (3d6+13/19–20 plus grab) and tail slap +13 (4d8+6)
  Space 20 ft.; Reach 15 ft.
  Special Attacks death roll (3d6+19 plus trip), swallow whole
  (3d6+13, AC 16, 13 hp)
  STATISTICS
  Str 37, Dex 10, Con 25, Int 1, Wis 14, Cha 2
  Base Atk +9; CMB +26 (+30 grapple); CMD 36 (40 vs. trip)
  feats Improved Critical (bite), Improved Initiative, Iron Will, 
  Run, Skill Focus (Perception, Stealth)
  Skills Perception +14, Stealth –6 (+2 in water), Swim +21;
  Racial Modifiers +8 Stealth in water
  SQ hold breath
  ECOLOgy
  Environment warm rivers and marshes
  Organization solitary, pair, or colony (3–6)
  Treasure none
  This reptilian behemoth, a crocodile of monstrous proportions, is 
  large enough to swallow a horse in one tremendous bite.
  hp
   When grappling a foe of its size or smaller,a crocodile can perform a death roll upon making a
  successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its
  victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains
  its grapple.
   A crocodile can hold its breath for a number of rounds equal to 4 times its Constitution score
  before it risks drowning.
  Once per minute a crocodilemay sprint, increasing its land speed to 40 feet for1 round.
  hold Breat 
  Deat
  n(Ex)
  hpn Roll (Ex)
  Senses
  nn
  nn nn
  nn
  Spri t (Ex)
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +12 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Shark, Dire
  DIRE ShARk (MEgALODOn) CR 9
  XP 6,400
  N Gargantuan animal (aquatic)
  Init +6; Senses blindsense 30 ft., keen scent; Perception +25
  DEfEnSE
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size)
  hp 112 (15d8+45)
  fort +14, Ref +13, Will +8
  OffEnSE
  Speed swim 60 ft.
  Melee bite +17 (4d10+15/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d6+15 damage, AC 17, 11 hp)
  STATISTICS
  Str 30, Dex 15, Con 17, Int 1, Wis 12, Cha 10
  Base Atk +11; CMB +25 (+29 grapple); CMD 37
  feats Bleeding Critical, Critical Focus, 
  Great Fortitude, Improved Critical (bite), 
  Improved Initiative, Iron Will, Lightning 
  Reflexes, Skill Focus (Perception)
  Skills Perception +25, Swim +18
  Large as a dragon, this shark’s jaws open to reveal a cavernous, 
  tooth-lined gullet capable of swallowing a horse whole.
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +15 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Elemental, Air
  gREATER AIR ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (air, elemental, extraplanar)
  Init +14; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 size)
  hp 123 (13d10+52)
  fort +12, Ref +18, Will +6
  Defensive Abilities air mastery; DR 10/—; Immune
  elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +21 (2d8+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 23)
  STATISTICS
  Str 24, Dex 31, Con 18, Int 8, Wis 11, Cha 11
  Base Atk+13; CMB +22; CMD 43
  feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved InitiativeB, Iron Will, Mobility, Power Attack, 
  Weapon FinesseB
  Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge 
  (planes) +12, Perception +16, Stealth +15
  gREATER EARTh ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16
  DEfEnSE
  AC 21, touch 7, flat-footed 21, (–1 Dex, +14 natural, –2 size)
  hp 136 (13d10+65)
  fort +13, Ref +3, Will +8
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +21 (2d10+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 30, Dex 8, Con  21, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +25; CMD 34
  feats Awesome Blow, Cleave, Greater Bull Rush, Greater 
  Overrun, Improved Bull RushB, Improved Overrun, 
  Improved Sunder, Power Attack
  Skills Appraise +10, Climb +25, Knowledge (dungeoneering) 
  +10, Knowledge (planes) +13, Perception +16, Stealth +7
  Elemental, Earth
  hp 123 (13d10+52)
  fort +12, Ref +16, Will +6
  DR 5/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +19 (2d8+7 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d8, DC 20)
  STATISTICS
  Str 24, Dex 27, Con 18, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +22; CMD 41
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Mobility, Spring Attack, Weapon 
  FinesseB, Wind Stance
  Skills Acrobatics +23, Climb +20, Escape Artist +21, Intimidate 
  +15, Knowledge (planes) +10, Perception +16
  Elemental, Fire
  gREATER fIRE ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, fire)
  Init +12; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size)
  gREATER WATER ELEMEnTAL 
   
  CR 9
  XP 6,400
  N Huge outsider (elemental, extraplanar, water)
  Init +5; Senses darkvision 60 ft.; Perception +16
  DEfEnSE
  AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, 
  –2 size)
  hp 123 (13d10+52)
  fort +12, Ref +15, Will +4
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +20 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 25), water mastery
  STATISTICS
  Str 28, Dex 20, Con 19, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +24; CMD 40
  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
  Elemental, Water
  
  Giant, Fire
  fIRE gIAnT 
  CR 10
  XP 9,600
  LE Large humanoid (fire, giant)
  Init –1; Senses low-light vision; Perception +14
  DEfEnSE
  AC 23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 size)
  hp 142 (15d8+75)
  fort +14, Ref +4, Will +9
  Defensive Abilities rock catching; Immune fire
  Weaknesses vulnerability to cold 
  OffEnSE
  Speed 40 ft. (30 ft. in armor)
  Melee greatsword +21/+16/+11 (3d6+15) or 2 slams +20 (1d8+10)
  Ranged rock +10 (1d8+15 plus 1d6 fire)
  Space 10 ft.; Reach 10 ft.
  Special Attacks heated rock, rock throwing (120 ft.)
  STATISTICS
  Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +22; CMD 31
  feats Cleave, Great Cleave, Improved Overrun, Improved 
  Sunder, Iron Will, Martial Weapon Proficiency (greatsword), 
  Power Attack, Weapon Focus (greatsword) 
  Skills Climb +14, Craft (any one) +8, Intimidate +11, 
  Perception +14 
  Languages Common, Giant
  SPECIAL ABILITIES
  heated Rock (Su) Fire giants transfer the heat of their bodies to 
  rocks as part of an attack action when they throw rocks. A 
  heated rock deals 1d6 points of additional fire damage on a hit.
  This lumbering giant has short stumpy legs and powerful, 
  muscular arms. Its hair and beard seem to be made of fire.
  
  in snow
  Giant, Frost
  fROST gIAnT 
  CR 9
  XP 6,400
  CE Large humanoid (cold, giant)
  Init –1; Senses low-light vision; Perception +10
  DEfEnSE
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
  hp 133 (14d8+70)
  fort +14, Ref +3, Will +6
  Defensive Abilities rock catching; Immune cold
  Weaknesses vulnerability to fire
  OffEnSE
  Speed 40 ft.
  Melee greataxe +18/+13 (3d6+13) or 2 slams 
  +18 (1d8+9) 
  Ranged rock +9 (1d8+13)
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  STATISTICS
  Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
  Base Atk +10; CMB +20; CMD 29
  feats Cleave, Great Cleave, Improved 
  Overrun, Improved Sunder, Martial 
  Weapon Proficiency (greataxe), 
  Power Attack, Skill Focus (Stealth)
  Skills Climb +13, Craft (any one) +7, Intimidate +7, Perception 
  +10, Stealth +5 (+9 in snow); 
  Racial Modifiers  +4 Stealth 
  Languages Common, Giant
  This giant looks like a thick, muscular human. It has frost-white 
  skin and long, light blue hair that it wears braided.
  
  Squid, Giant
  gIAnT SQUID 
  CR 9
  XP 6,400
  N Huge animal (aquatic)
  Init +7; Senses low-light vision; Perception +22
  DEfEnSE
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size)
  hp 102 (12d8+48)
  fort +14, Ref +13, Will +5
  Defensive Ability ink cloud (20-ft. radius)
  OffEnSE
  Speed swim 60 ft., jet 260 ft.
  Melee bite +14 (2d6+7), 2 arms +14 (1d6+7), tentacles +12 
  (4d6+3 plus grab) 
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (4d6+10)
  STATISTICS
  Str 25, Dex 17, Con 19, Int 2, Wis 12, Cha 2
  Base Atk +9; CMB +18 (+22 grapple); CMD 31
  feats Combat Reflexes, Great Fortitude, Improved Critical, 
  Improved Initiative, Lightning Reflexes, MultiattackB, Skill 
  Focus (Perception)
  Skills Perception +22, Swim +15
  Immense in size, this great squid’s tentacles writhe and flash with 
  almost nauseating speed. The beast’s eyes are as big as shields.
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +12 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Elephant, Mastodon
  MASTODOn
  CR 9
  XP 6,400
  N Huge animal
  Init +1; Senses low-light vision, scent; Perception +24
  DEfEnSE
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
  hp 133 (14d8+70)
  fort +14, Ref +10, Will +7
  OffEnSE
  Speed 40 ft.
  Melee gore +21 (2d8+12), slam +20 (2d6+12)
  Space 15 ft.; Reach 15 ft.
  Special Attacks trample (2d8+18, DC 29)
  STATISTICS
  Str 34, Dex 12, Con 21, Int 2, Wis 13, Cha 7
  Base Atk +10; CMB +24, CMD 35 (39 vs. trip)
  feats Endurance, Improved Bull Rush, Improved Iron Will, 
  Iron Will, Power Attack, Skill Focus (Perception), Weapon 
  Focus (gore)
  Skills Perception +24
  This creature is larger than a normal elephant, with enormous 
  sweeping tusks and shaggy brown fur on its body.
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +14 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Roc
  ROC 
  CR 9
  XP 6,400
  N Gargantuan animal
  Init +6; Senses low-light vision; Perception +15
  DEfEnSE
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size)
  hp 120 (16d8+48)
  fort +13, Ref +14, Will +8
  OffEnSE
  Speed 20 ft., fly 80 ft. (average)
  This immense raptor unleashes a shrill cry as it bares its talons, 
  each large enough to carry off a horse.
  Melee 2 talons +18 (2d6+9/19–20 
  plus grab), bite +17 (2d8+9)
  Space 20 ft.; Reach 15 ft.
  STATISTICS
  Str 28, Dex 15, Con 17, Int 2, Wis 12, 
  Cha 11
  Base Atk +12; CMB +25 (+29 grapple); CMD 37
  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
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +16 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  TyRAnnOSAURUS 
   CR 9
  XP 6,400
  N Gargantuan animal
  Init +5; Senses low-light vision, scent; Perception +37
  DEfEnSE
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size)
  hp 153 (18d8+72)
  fort +15, Ref +12, Will +10
  OffEnSE
  Speed 40 ft.
  Melee bite +20 (4d6+22/19–20 plus grab)
  Space 20 ft.; Reach 20 ft.
  Special Attacks swallow whole (2d8+11, AC 17, hp 15)
  STATISTICS
  Str 32, Dex 13, Con 19, Int 2, Wis 15, Cha 10
  Base Atk +13; CMB +28 (+32 grapple); CMD 39
  feats Bleeding Critical, Critical Focus, Diehard, Endurance, 
  Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception)
  Skills Perception +37; Racial Modifiers +8 Perception
  SQ powerful bite
  SPECIAL ABILITIES
  Dinosaur, Tyrannosaurus
  This bipedal dinosaur’s front arms seem small compared to the 
  rest of its bulk, but its enormous head is all teeth.
  Powerful Bite (Ex) A tyrannosaurus  applies twice its Strength 
  modifier to bite damage.
  Fiendish: Resist 15 Fire & Cold
  Good
  Evil
  Smite                1/day, +0 to hit & +18 damage
  SR 15
  Evil Good
  DR 10/
  Celestial: Resist 15 Acid, Cold & Electricity
  
  Summon Monster VIII
  
  PECIAL ABILITIES
  Barbed Defense (Su) A creature that strikes a 
  hamatula with a melee weapon, an unarmed 
  strike, or a natural weapon takes 1d8+8 points 
  of piercing damage from the devil’s barbs. Melee weapons 
  with reach do not endanger a user in this way.
  ear (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-afecting fear efect. The save 
  Charisma-based.
  Impale (Ex) A barbed devil deals 3d8+12 
   grabbed opponent with a 
  grapple 
   points of piercing damage to a 
   successful
   check.
   DC is 
  Devil, Barbed
  BARBED DEVIL (hAMATULA) CR 11
  XP 12,800
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +6; Senses darkvision 60 ft., see in darkness; 
  Perception +21
  DEfEnSE
  AC 26, touch 16, flat-footed 20 (+6 Dex, +10 natural)
  hp 138 (12d10+72)
  fort +14, Ref +14, Will +8
  Defensive Abilities barbed defense; DR 10/good; Immune
  fire, poison; Resist acid 10, cold 10; SR 22
  OffEnSE
  Speed 30 ft.
  Melee 2 claws +18 (2d8+6/19–20 plus fear and grab)
  Special Attacks fear, impale 3d8+9
  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)
  STATISTICS
  Str 23, Dex 23, Con 22, Int 12, Wis 15, Cha 18
  Base Atk +12; CMB +18 (+22 grapple); CMD 34
  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.
  From the tip of its lashing tail to the serrated features of its fang-
  filled visage, this fiery-eyed sentinel bristles with barbs.
  S
  
  ELDER AIR ELEMEnTAL 
  CR 11
  XP 12,800
  N Huge outsider (air, elemental, extraplanar)
  Init +15; Senses darkvision 60 ft.;
  Perception +19
  DEfEnSE
  AC 28, touch 20, flat-footed 16 (+11 Dex, +1 
  dodge, +8 natural, –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +21, Will +7
  Defensive Abilities air mastery; DR 10/—; 
  Immune elemental traits
  OffEnSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +25 (2d8+9)
  Space 15 ft.; Reach 15 ft.
  Special Attacks whirlwind (DC 27)
  STATISTICS
  Str 28, Dex 33, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +27; CMD 49
  feats Blind-Fight, Cleave, Combat Reflexes, Dodge, 
  Flyby Attack, Improved InitiativeB, Iron Will, Mobility, 
  Power Attack, Weapon FinesseB
  Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge 
  (planes) +19, Perception +19, Stealth +22
  Elemental, Air
  
  ELDER EARTh ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (earth, elemental, extraplanar)
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19
  DEfEnSE
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
  hp 168 (16d10+80)
  fort +15, Ref +4, Will +10
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., burrow 20 ft., earth glide
  Melee 2 slams +26 (2d10+12/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks earth mastery
  STATISTICS
  Str 34, Dex 8, Con 21, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +30; CMD 39
  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, Knowledge (dungeoneering) 
  +19, Knowledge (planes) +19, Perception +19, Stealth +10
  Elemental, Earth
  
  ELDER fIRE ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, fire)
  Init +13; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, 
  –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +19, Will +7
  DR 10/—, Immune elemental traits, fire
  Weaknesses vulnerability to cold
  OffEnSE
  Speed 60 ft.
  Melee 2 slams +23 (2d8+8 plus burn)
  Space 15 ft.; Reach 15 ft.
  Special Attacks burn (2d10, DC 22)
  STATISTICS
  Str 26, Dex 29, Con 18, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +26; CMD 46
  feats Blind-Fight, Combat Reflexes, Dodge, Improved 
  InitiativeB, Iron Will, Lightning Stance, Mobility, Spring 
  Attack, Weapon FinesseB, Wind Stance
  Skills Acrobatics +28, Climb +27, Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19
  Elemental, Fire
  
  ELDER WATER ELEMEnTAL 
   
  CR 11
  XP 12,800
  N Huge outsider (elemental, extraplanar, water)
  Init +6; Senses darkvision 60 ft.; Perception +19
  DEfEnSE
  AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 
  natural, –2 size)
  hp 152 (16d10+64)
  fort +14, Ref +18, Will +5
  DR 10/—; Immune elemental traits
  OffEnSE
  Speed 20 ft., swim 90 ft.
  Melee 2 slams +24 (2d10+10/19–20)
  Space 15 ft.; Reach 15 ft.
  Special Attacks drench, vortex (DC 28), water mastery
  STATISTICS
  Str 30, Dex 22, Con 19, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +28; CMD 45
  feats Cleave, Dodge, Great Cleave, Improved Bull Rush, 
  Improved Critical (slam), Improved Sunder, Lightning 
  Reflexes, Power Attack
  Skills Acrobatics +25, Escape Artist +25, 
  Elemental, Water
  
  Skills Climb +23, Escape Artist +10, Intimidate +14, Knowledge 
  (arcana) +15, Perception +23, Spellcraft +15, Stealth +9, Swim 
  +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 
  Fortitude save to avoid becoming nauseated. A 
  creature nauseated in this manner remains 
   Fortitude save, or until a 
   grappled by 
   condition comes first. The save 
  DC is Constitution-based.
  nauseated until he succeeds on a DC 24
  minute has 
   passed during which he is not being
  the hezrou, whichever
  Demon, Hezrou
  hEzROU 
  CR 11 
  XP 12,800
  CE Large outsider (aquatic, chaotic, demon, evil, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +23
  Aura stench (DC 24, 10 rounds)
  DEfEnSE
  AC 25, touch 9, flat-footed 25 (+16 natural, –1 size)
  hp 145 (10d10+90)
  fort +16, Ref +3, Will +9
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 22
  OffEnSE
  Speed 30 ft., swim 30 ft. 
  Melee bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab) 
  Space 10 ft.; Reach 10 ft.
  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%)
  STATISTICS
  Str 27, Dex 11, Con 29, Int 14, Wis 14, Cha 18
  Base Atk +10; CMB +19 (+23 grapple); CMD 29
  feats Blind-Fight, Cleave, Great Cleave, Improved Initiative, 
  Power Attack
  This fiend’s armored flesh is scaly and moist. Its large, toothy 
  mouth gapes below a pair of hungry, reptilian eyes.
  
  Summon Monster IX
  
  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 Fortitude save or be stunned for 1d6 rounds. The 
  save DC is Strength-based.
  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.
  Angel, Astral Deva
  ASTRAL DEVA
  CR 14
  XP 38,400
  NG Medium outsider (angel, extraplanar, good)
  Init +8; Senses darkvision 60 ft., low-light vision; Perception +26
  Aura protective aura
  DEfEnSE
  AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4 deflection vs. evil)
  hp 172 (15d10+90)
  fort +16, 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
  OffEnSE
  Speed 50 ft., fly 100 ft. (good)
  Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/×3 plus 
  stun) or slam +23 (1d8+12) 
  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
  STATISTICS
  Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23
  Base Atk +15; CMB +23; CMD 37
  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 )
  This tall, human-like creature has long, feathery wings and a 
  gentle inner radiance that makes it difficult to look directly at.
  
  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.
  Azata, Ghaele
  ghAELE 
  CR 13
  XP 25,600
  CG Medium outsider (azata, chaotic, extraplanar, good, 
  shapechanger)
  Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see 
  invisibility; Perception +20
  Aura holy aura
  DEfEnSE
  AC 27, touch 15, flat-footed 26 (+4 deflection, +1 Dex, +12 natural)
  hp 136 (13d10+65)
  fort +17, Ref +11, Will +16
  DR 10/cold iron and evil; Immune electricity, petrification; 
  Resist cold 10, fire 10; SR 25
  OffEnSE
  Speed 50 ft., fly 150 ft. (perfect)
  Melee +2 holy greatsword +22/+17/+12 (2d6+12) 
  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
  This elegantly armored sentinel stands alert, her eyes radiating 
  divine light and her noble blade crackling with power.
  STATISTICS
  Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17
  Base Atk +13; CMB +20; CMD 31
  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
  
  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, 
  telepathy 100 ft.
   Draconic; 
  Demon, Glabrezu
  gLABREzU 
  CR 13 
  XP 25,600
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +0; Senses darkvision 60 ft., true seeing; Perception +26
  DEfEnSE
  AC 28, touch 8, flat-footed 28 (+20 natural, –2 size)
  hp 186 (12d10+120)
  fort +18, Ref +4, Will +11
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 24
  OffEnSE
  Speed 40 ft.
  Melee 2 pincers +20 (2d8+10/19–20), 2 claws +20 (1d6+10), bite 
  +20 (1d8+10)
  Space 15 ft.; Reach 15 ft.
  Special Attacks rend (2 pincers, 2d8+15)
  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)
  Four arms grace the torso of this towering monstrosity. The 
  monster’s eyes shine with a mix of intelligence and cruelty.
  STATISTICS
  Str 31, Dex 11, Con 31, Int 16, Wis 16, Cha 20
  Base Atk +12; CMB +24; CMD 34
  
  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)
   spear induces 
   opponent must succeed on a DC 23 
  Fortitude save or be afected as though 
  slow spell for 
   comes from the devil instead of its
   weapon; it is not a quality possessed 
  The save DC is Constitution-based.
   A hit from an ice devil’s tail or 
  numbing cold. The 
  1d6 rounds. This effect 
   by the spear itself. 
  Devil, Ice
  ICE DEVIL (gELUgOn)
  CR 13
  XP 25,600
  LE Large outsider (devil, evil, extraplanar, lawful)
  Init +9; Senses darkvision 60 ft., see in darkness; Perception +27
  Aura fear (10 ft., DC 22)
  DEfEnSE
  AC 32, touch 14, flat-footed 27 (+5 Dex, +18 natural, –1 size)
  hp 161 (14d10+84); regeneration 5 (good weapons, good spells)
  fort +15, Ref +14, Will +12
  DR 10/good; Immune fire, cold, poison; Resist acid 10; SR 24
  OffEnSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 frost spear +21/+16/+11 (2d6+10/×3 plus 1d6 cold 
  plus slow), bite +14 (2d6+6), tail +14 (3d6+3 plus slow)
  Space 10 ft.; Reach 10 ft.
  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%)
  STATISTICS
  Str 23, Dex 21, Con 22, Int 25, Wis 22, Cha 20
  Base Atk +14; CMB +21; CMD 36
  feats Alertness, Cleave, Combat Reflexes, Improved Initiative, 
  Iron Will, Power Attack, Weapon Focus (spear)
  A pair of frozen, multifaceted eyes coldly judge all before this 
  towering, insectile monstrosity.
  
  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 
   this area must succeed 
   as visions 
  non-demon creature caught within 
  on a DC 22 
   Will save or be dazed for 1d10 rounds 
  of madness hound it. 
   The save DC is Charisma-based.
  Demon, Nalfeshnee
  nALfEShnEE 
   CR 14 
  XP 38,400
  CE Huge outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., true seeing; Perception +31
  Aura unholy aura (DC 23)
  DEfEnSE
  AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 
  natural, –2 size)
  hp 203 (14d10+126)
  fort +22, Ref +9, Will +21
  DR 10/good; Immune electricity, poison; Resist acid 10, cold 
  10, fire 10; SR 25
  OffEnSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
  Space 15 ft.; Reach 15 ft.
  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%)
  STATISTICS
  Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
  Base Atk +14; CMB +27; CMD 42
  feats Awesome Blow, Cleave, Improved Bull Rush, 
  Improved Critical (bite), Improved Initiative, Iron 
  Will, Power Attack
  A towering, corpulent beast, this fiend has the hideous head of a 
  boar and arms ending in fatty, four-fingered hands.
  
  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. 
  hands, it is a chunk of useless 
   Out of the archon’s 
   metal. 
  Archon, Trumpet
  TRUMPET ARChOn
  CR 14
  XP 38,400
  LG Medium outsider (archon, extraplanar, good, lawful)
  Init +7; Senses darkvision 60 ft., low-light vision; Perception +22
  Aura aura of menace (DC 22), magic circle against evil
  DEfEnSE
  AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 
  deflection vs. evil)
  hp 175 (14d10+98)
  fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs. evil
  DR 10/evil; Immune electricity, petrification; SR 25
  OffEnSE
  Speed 40 ft., fly 90 ft. (good)
  Melee +4 greatsword +23/+18/+13 (2d6+11) 
  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
  Lithe and beautiful, with skin the color of marble, this being hovers 
  upon powerful, white wings and radiates a sense of serenity.
  STATISTICS
  Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17
  Base Atk +14; CMB +19; CMD 32
  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
  
SOURCE: textdata/thevault/Pathfinder/Summon Monster -All.pdf