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Pseudonatural Summon Monster Lists By Level

Summon Monster I

Pseudonatural Celestial dog (LG)

Pseudonatural Celestial Dog, Riding Medium Outsider (Magical Beast); CR 1; HD 2d8+4; hp 13;
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14;
Base Atk +1; Grp +3;
Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee (1d6+3);
SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 12; AL LG;

SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track
Carrying Capacity (Ex): A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds
Trip (Ex): If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
Skills (Ex): Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial owl (LG) [or Elysian Thrush (NG, Planar Handbook)]

Pseudonatural Celestial Owl Tiny Outsider [Magical Beast] (Good); CR 1/4; HD 1d8; hp 4;
Init +3; Spd 10 ft., fly 40 ft. (average); Space/Reach 2-1/2 ft./0 ft.; 

AC 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;
Base Atk +0; Grp -11;
Atk Talons +5 melee (1d4-3); Full Atk Talons +5 melee (1d4-3);
SA smite evil; SQ Low-light vision, Darkvision 60 ft, ER 5 (acid, cold, elec), SR 10; AL LG;

SV Fort +2, Ref +5, Will +2;; Str 4, Dex 17, Con 10, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Skills (Ex): Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Celestial giant fire beetle (NG)

Pseudonatural Celestial Giant Fire Beetle Small Outsider [Magical Beast] (Good); CR 1/3; HD 1d8; hp 4;
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16;
Base Atk +0; Grp -4;
Atk Bite +1 melee (2d4); Full Atk Bite +1 melee (2d4);
SA smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, ER 5 (acid, cold, elec), SR 11; AL NG;

SV Fort +2, Ref +0, Will +0; Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.  


Celestial porpoise (NG)

Celestial Porpoise Medium Magical Beast (); CR 1/2; HD 2d8+2; hp 11;
Init +3; Spd Swim 80 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
Base Atk +1; Grp +1;
Atk Slam +4 melee (2d4); Full Atk Slam +4 melee (2d4);
SA smite evil; SQ Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +4, Ref +6, Will +1;
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +8
Feats: Weapon Finesse
Blindsight (Ex): Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human's.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning.
Skills (Ex): A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe


Celestial badger (CG)

Celestial Badger Small Magical Beast (); CR 1/2; HD 1d8+2; hp 6;
Init +3; Spd 30 ft., burrow 10 ft.; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -5;
Atk Claw +4 melee (1d2-1);
Full Atk 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1);
SA Rage, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +4, Ref +5, Will +1;
Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track, Weapon Finesse
Rage(Ex): A badger that takes damage in combat flies into a berserk 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 Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe


Celestial monkey (CG) [or Elysian Thrush (NG, Planar Handbook)]

Celestial Monkey Tiny Magical Beast (); CR 1/6; HD 1d8; hp 4;
Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 2-1/2 ft./0 ft.; 
AC
 14 (+2 size, +2 Dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12;
Atk Bite +4 melee (1d3-4); Full Atk Bite +4 melee (1d3-4);
SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +2, Ref +4, Will +1;
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Skills(): Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe


Fiendish dire rat (LE)

Fiendish Dire Rat Small Magical Beast (); CR 1/3; HD 1d8+1; hp 5;
Init +3; Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -4;
Atk Bite +4 melee (1d4 plus disease);
Full Atk Bite +4 melee (1d4 plus disease);
SA Disease, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;

AL LE; SV Fort +3, Ref +5, Will +3;
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse
Disease(Ex): Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills(): Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Fiendish raven (LE)

Fiendish Raven Tiny Magical Beast (); CR 1/6; HD 1/4 d8; hp 1;
Init +2; Spd 10 ft., fly 40 ft. (average); Space/Reach 2-1/2 ft./0 ft.; 
AC
 14 (+2 size, +2 Dex), touch 14, flat-footed 12;
Base Atk +0; Grp -13;
Atk Claws +4 melee (1d2-5); Full Atk Claws +4 melee (1d2-5);
SA smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 5;
AL LE; SV Fort +2, Ref +4, Will +2;
Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +0.25 extra damage against a good foe


Fiendish monstrous centipede, Medium (NE)

Fiendish Monstrous Centipede, Medium Medium Magical Beast (); CR 1/2; HD 1d8; hp 4;
Init +2; Spd 40 ft., climb 40 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
Base Atk +0; Grp -1;
Atk Bite +2 melee (1d6-1 plus poison);
Full Atk Bite +2 melee (1d6-1 plus poison);
SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6; AL NE; SV Fort +2, Ref +2, Will +0;
Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon Finesse
Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC10, 1d3 Dex initial and secondary The save DCs are Constitution-based.
Skills(): Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Fiendish monstrous scorpion, Small (CE) [or Fiendish monstrous crab, Small (NE, Stormwrack)]

Fiendish Monstrous Scorpion, Small Small Magical Beast (); CR 1/2; HD 1d8+2; hp 6;
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+1 size, +3 natural), touch 11, flat-footed 14;
Base Atk +0; Grp -4;
Atk Claw +1 melee (1d3-1);
Full Atk 2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison);
SA Constrict 1d3-1, improved grab, poison, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;
AL NE; SV Fort +4, Ref +0, Will +0;
Str 9, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +3, Hide +8, Spot +4
Feats: Weapon Finesse
Constrict(Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab(Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison(Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. For DC 12, 1d2 Con initial and secondary.
Skills(): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Fiendish hawk (CE)

Fiendish Hawk Tiny Magical Beast (); CR 1/3; HD 1d8; hp 4;
Init +3; Spd 10 ft., fly 60 ft. (average); Space/Reach 2-1/2 ft./0 ft.; 
AC
 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;
Base Atk +0; Grp -10;
Atk Talons +5 melee (1d4-2); Full Atk Talons +5 melee (1d4-2);
SA smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;
AL CE; SV Fort +2, Ref +5, Will +2;
Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Skills(): Hawks have a +8 racial bonus on Spot checks
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Fiendish monstrous spider, Small (CE) [or Fiendish monstrous diving spider, Small (CE, Stormwrack)]

Fiendish Monstrous Spider, Small Small Magical Beast (); CR 1/2; HD 1d8; hp 4;
Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+1 size, +3 Dex), touch 14, flat-footed 11;
Base Atk +0; Grp -6;
Atk Bite +4 melee (1d4-2 plus poison); Full Atk Same;
SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6; AL CE; SV Fort +2, Ref +3, Will +0; Str 7, Dex 17, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2*, Spot +4*
Feats: Weapon Finesse
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 10, 1d3 Str initial and secondary.
Skills (Ex): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 10; Break DC 14; HP 4
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Fiendish octopus (CE)

Fiendish Octopus Small Magical Beast (Aquatic); CR 1; HD 2d8; hp 9;
Init +3; Spd 20 ft., swim 30 ft.; AC 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;
Base Atk +1; Grp +2;
Atk Arms +5 melee (0); Full Atk Arms +5 melee (0) and bite +0 melee (1d3);
SA Improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL CE; SV Fort +3, Ref +6, Will +1;
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Improved Grab(Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.
Ink Cloud(Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
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, but does not provoke attacks of opportunity while jetting.
Skills(): An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe


Fiendish snake, Small viper (CE) or Fiendish sea snake, Small (CE, Stormwrack)

Fiendish Snake, Small Viper Small Magical Beast (); CR 1/2; HD 1d8; hp 4;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +0; Grp -6;
Atk Bite +4 melee (1d2-2 plus poison); Full Atk Bite +4 melee (1d2-2 plus poison);
SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 6;
AL CE; SV Fort +2, Ref +5, Will +1;
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Weapon Finesse
Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 10. The save DCs are Constitution-based.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe


Summon Monster II

Celestial giant bee (LG)

Celestial Giant Bee Medium Magical Beast (); CR 1; HD 3d8; hp 13;
Init +2; Spd 20 ft., fly 80 ft. (good); AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
Base Atk +2; Grp +2;
Atk Sting +2 melee (1d4 plus poison);
Full Atk Sting +2 melee (1d4 plus poison);
SA Poison, smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL LG; SV Fort +3, Ref +3, Will +2;
Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Skills (Ex): Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe


Celestial giant bombardier beetle (NG)

Celestial Giant Bombardier Beetle Medium Magical Beast (); CR 2; HD 2d8+4; hp 13;
Init +0; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16; Base Atk +1; Grp +2; Atk Bite +2 melee (1d4+1); Full Atk Bite +2 melee (1d4+1);
SA Acid spray, smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9
Acid (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe


Celestial riding dog (NG)[ or Ur'Epona (N, Planar Handbook)]

Celestial Dog, Riding Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;
Init +2; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk Bite +3 melee (1d6+3); Full Atk Bite +3 melee (1d6+3);
SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; AL NG; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, Track
Carrying Capacity(): A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds
Trip (Ex): If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog.
Skills (Ex): Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe


Celestial eagle (CG)

Celestial Eagle Small Magical Beast (); CR 1/2; HD 1d8+1; hp 5;
Init +2; Spd 10 ft., fly 80 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; Base Atk +0; Grp -4; Atk Talons +3 melee (1d4);
Full Atk 2 talons +3 melee (1d4) and bite -2 melee (1d4);
SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL CG; SV Fort +3, Ref +4, Will +2;
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Skills(): Eagles have a +8 racial bonus on Spot checks.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe



Clockwork Mender (LN, MMIV)

Clockwork Mender Tiny constuct (Extraplanar, lawful); CR 1/2; HD 1d10; hp 5;
Init +4; Spd 10 ft., fly 30 ft. (perfect); AC 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14; Base Atk +0; Grp -12; Atk aligned strike (lawful), poison (DC 12, 1d4 Dex/1d4 Dex); Full Atk Sting +6 melee (1d2-4 plus poison); SA-; SQ  Low-light vision, Darkvision 60ft, Immune Mind Affecting, Cannot heal damage naturally must be repaired, not subject to crits, nonlethal, ability damage, ability drain, exhaustion, energy drain, or precision damage, immune to any effect that requires a Fort save, not at risk from massive damage, cannot be raised or resurected, does not eat sleep or breathe, Repairing Touch, Poison;

AL Always lawful neutral; SV Fort +0, Ref +4, Will +1; Str 3, Dex 19, Con -, Int 4, Wis 12, Cha 10
Skills: Craft (any one) +4, Hide +12, Listen +1, Spot +1
Feats: Spring Attack, Skill Focus (Craft), Weapon Finesse
Repairing Touch (Su): 1/day as a Standard action repair a touched object or construct of 1d8 points of damage.
Poison  (Ex): The Save DC includes a +2 racial bonus.


Fetid Fungus (N, cleric of Zuggtmoy only, MMV)

Fetid Fungus Medium plant Outsider (Extraplanar); CR 1; HD 2d8; hp 12;
Init -1; Spd  20 ft.; AC 13 (-1 Dex, +4 natural), touch 9, flat-footed 13;
Base Atk +1; Grp +1;
Atk Acid touch +1 melee touch (1d6 acid);
Full Atk Acid touch +1 melee touch (1d6 acid);

SA Engulf, decomposing slime; SQ Immune Acid, Gaze Attacks, illusions, plant immunities, visual effects, vulnerable to fire, death throes, blind, blindsight 60ft, sickening aura; AL N; SV Fort +4, Ref -1, Will +0;
Str 11, Dex 8, Con 13, Int 1, Wis 10, Cha 5
Skills: Hide +2 (+12 in swampy terrain), Listen +0, Survival +2
Feats: Track
Sickening Gas  (Ex): Living creatures within 30ft must succeed on a DC 12 Fortitude save or be sickend for 10 rounds. Creatures immune to poison are unaffected, can be negated by spells that remove poison. Cannot affect creatures more then once in a 24 hour period.
Death Thoes (Ex): When destroyed it explodes in a 10 ft radius burst of corrosive ichor that deals 1d4 points of acid damage (Reflex DC 12 for half) to all creatures in the area.
Decomposing Slime (Ex): Any creature that touches it with it's body, or grapples it, takes 1 point of acid damage, can only take damage from this once per round.

Engulf (Ex): As a standard action it can envelop a creature of its size or smaller, entrapping them within itself. The fungus moves into the opponents space, any creature who's space it covers is likewise engulfed. It cannot make a touch attack in a round in which it engulfs, and it can engulf as many creatures as will fit in its space. Opponents can make an attack of opportunity, but if do so do not get a saving throw, Reflex DC 12 or be engulfed. Engulfed creatures are considered grappled and are subject to its touch attack and they take 1 point of acid damage per round from its slime.
Skills (Ex): +10 racial bonus on Hide checks in marsh or swamp.

Nerra, Varoot (N, Fiend Folio)

Devil, Lemure (LE)

Lemure Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8; hp 9;
Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+4 natural) touch 10, flat-footed 14;
Base Atk +2; Grp +2;
Atk Claw +2 melee (1d4); Full Atk 2 claws +2 melee (1d4);
SA -; SQ Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness;
AL Always lawful evil; SV Fort +3, Ref +3, Will +3;
Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Fiendish squid (LE)

Fiendish Squid Medium Magical Beast (Aquatic); CR 1; HD 3d8; hp 13;
Init +3; Spd Swim 60 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
Base Atk +2; Grp +8*;
Atk Arms +4 melee (0); Full Atk Arms +4 melee (0) and bite -1 melee (1d6+1); SA Improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL LE; SV Fort +3, Ref +6, Will +2; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10
Feats: Alertness, Endurance
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills (Ex): A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Fiendish wolf (LE)

Fiendish Wolf Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;
Init +2; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk Bite +3 melee (1d6+1); Full Atk Bite +3 melee (1d6+1); SA Trip, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL LE; SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Skills (Ex): *Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe

Fiendish monstrous centipede, Large (NE)

Fiendish Monstrous Centipede, Large Large Magical Beast (); CR 1; HD 3d8; hp 13;
Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +2; Grp +7; Atk Bite +3 melee (1d8+1 plus poison); Full Atk Bite +3 melee (1d8+1 plus poison); SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL NE; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills: Climb +10, Hide +6, Spot +4
Feats: Weapon Finesse
Poison (Ex): A monstrous centipede has a poisonous bite. Fort DC11, 1d4 Dex initial and secondary The save DCs are Constitution-based.
Skills (Ex): Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Fiendish monstrous scorpion, Medium (NE) [or Fiendish monstrous crab, Medium (NE, Stormwrack)]

Fiendish Monstrous Scorpion, Medium Medium Magical Beast (); CR 1; HD 2d8+4; hp 13;

Init +0; Spd 40 ft.; AC 14 (+4 natural), touch 10, flat-footed 14; Base Atk +1; Grp +2;
Atk Claw +2 melee (1d4+1); Full Atk 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison); SA Constrict 1d4+1, improved grab, poison, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL NE; SV Fort +5, Ref +0, Will +0; Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +5, Hide +4, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. Fort DC 13, 1d3 Con initial and secondary
Skills (Ex): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe

Fiendish shark, Medium (NE)

Fiendish Shark, Medium Medium Magical Beast (Aquatic); CR 1; HD 3d8+3; hp 16;
Init +2; Spd Swim 60 ft.; AC 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +3; Atk Bite +4 melee (1d6+1); Full Atk Bite +4 melee (1d6+1); SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL NE; SV Fort +4, Ref +5, Will +2; Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +6, Spot +6, Swim +9
Feats: Alertness, Weapon Finesse
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills (Ex): A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Kaorti (NE, Fiend Folio)

KAORTI Medium-Size Outsider (Evil, Extraplanar); CR 1; Hit Dice: 2d8 (9 hp)

Initiative: +2; Speed: 30 ft.; Face/Reach: 5 ft./5 ft.

AC: 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12, flat-footed 16

Base Attack/Grapple: +2/+0; Attack: Bite +1 melee, or ribbon dagger +4 melee, or darts; +4 ranged; Full Attack: Bite +1 melee, or ribbon dagger +4 melee, or darts +4 ranged Damage: Bite 1d6–2, ribbon dagger 1d4–2/×4, darts 1d4–2

Special Attacks: Spell-like abilities, vile transformation; Special Qualities:Material vulnerability, outsider traits, poison immunity; AL: Usually neutral evil

Saves: Fort +3, Ref +5, Will +3; Abilities: Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16

Skills: Concentration +5, Craft (any two) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9 (+11 decipher spells on scrolls), Survival +5 (+7 on other planes), Use Magical Device +7 (+9 scrolls)

Feats: Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse

Ages ago, a group of curious wizards sought to pierce the boundaries of known existence and penetrate to a distant

dimension on the other side of reality. This region, known to scholars as the Far Realm, is a realm of madness and

nightmare. The explorers felt confident of their abilities and only intended to stay for a few hours. Unfortunately, their confidence was misplaced. Not moments after their arrival in the Far Realm, they were absorbed by a nameless entity. The explorers transformed into terrible natives of the Far Realm, becoming the first kaortis.

The explorers went mad and forgot all they knew of the Material Plane. The gateway between the Far Realm and the Material Plane disturbed them. The newly formed kaortis acted without thought, traveling back through the portal to destroy it. Doing so removed the source of pain in the Far Realm, but it stranded the kaortis on the Material Plane—a realm now deadly to the very fabric of their being. Many of the new kaortis succumbed before they succeeded in encysting themselves within the secluded wizards’ school from which they had set out. From that first cyst, the kaortis have spread out to menace the world.

Humanoid in shape, a kaorti must dress in form-fitting armor made of thick resins and tissues grown and cultivated by kaorti alchemists whenever one ventures from its cyst. A kaorti in a resin suit looks like an emaciated human with elongated arms and legs. It has three long fingers and a long thumb on each hand, and its motions are slithery and undulant. Its bulbous head is affixed to its body by a long neck. A kaorti’s face almost always remains hidden behind windings of resin.

Outside its resin suit, a kaorti is decidedly nonhuman in appearance. Its skin, brownish green in color swirled with livid pinks and reds and purples, seems to be almost transparent and liquid as it slithers and runs over the creature’s visible entrails. A kaorti’s fingers are little more than boneless tendrils. Its face looks like that of a melted spider. Its palms constantly secrete a thick, green resin that can be

crafted by kaorti “smiths” into weapons or armor or reinforcements for their lairs. The average kaorti is 7 feet tall and weighs 100 pounds.

Kaortis speak their own guttural language and have picked up smatterings of many other languages during the interrogation of prisoners. Most kaortis can speak Common and Sylvan.

COMBAT

Kaortis prefer to use magic against their enemies, while their transformed minions and thugs engage in melee. When magic fails, a kaorti tries to fight with ranged weapons if it can; kaorti are proficient with all simple ranged weapons as well as with shuriken. A kaorti caught in melee combat usually flees in an attempt to regain the needed distance for its spells and ranged attacks. Kaorti can be summoned using a summon monster II spell.

Spell-Like Abilities: 1/day— disguise self, color spray, feather fall, ray of enfeeblement, reduce, spider climb. Caster level 2nd; save DC 14 + spell level.

Vile Transformation (Su): A kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the kaorti’s jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 11). Failure indicates that the victim transforms into a kaorti (if the victim was a humanoid), or into a kaorti thrall. If the victim succeeds at the save, the kaorti can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. Creatures transformed into kaortis retain any class abilities and modify their ability scores as follows: Str –4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace

the racial ethos of the kaortis. They gain all of the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. A victim transformed into a kaorti thrall gains the

fiendish creature template, except that instead of gaining the smite good special attack, it gains the ability to cast true

strike on itself once per day.

Material Vulnerability (Ex): The Material Plane is painful to an unprotected kaorti. An unprotected kaorti must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from its exposure to the Material Plane. If a kaorti is rendered unconscious through the accumulation of subdual damage (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A kaorti wearing a resin suit, or a kaorti inside a cyst, is protected from the effects of the Material Plane.

Outsider Traits: Kaortis have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or

miracle spell can restore life).

Skills: Kaortis have a +8 racial bonus on Heal checks.

Fiendish monstrous spider, Medium (CE) [or Fiendish monstrous diving spider, Medium (CE, Stormwrack)]

Fiendish Monstrous Spider, Medium Medium Magical Beast (); CR 1; HD 2d8+2; hp 11;
Init +3; Spd 30 ft., climb 20 ft.; AC 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +1; Atk Bite +4 melee (1d6 plus poison); Full Atk Bite +4 melee (1d6 plus poison); SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL CE; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: Weapon Finesse
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 12, 1d4 Str initial and secondary
Skills (Ex): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 12; Break DC 16; HP 6
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe

Fiendish snake, Medium viper (CE) [or Fiendish sea snake, Medium (CE, Stormwrack)]

Fiendish Snake, Medium Viper Medium Magical Beast (); CR 1; HD 2d8; hp 9;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +1; Grp +0; Atk Bite +4 melee (1d4-1 plus poison); Full Atk Bite +4 melee (1d4-1 plus poison); SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; AL CE; SV Fort +3, Ref +6, Will +1; Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 11. The save DCs are Constitution-based.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe

Howler Wasp (CE, MMIV)


Summon Monster III


Celestial black bear (LG)

Celestial Bear, Black Medium Magical Beast (); CR 2; HD 3d8+6; hp 19;
Init +1; Spd 40 ft.; AC 13 (+1 Dex, +2 natural), touch 11, flat-footed 12; Base Atk +2; Grp  +6; Atk Claw +6 melee (1d4+4); Full Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2); SA smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; AL LG; SV Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
Skills (Ex): A black bear has a +4 racial bonus on Swim checks.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe


Pseudonatural Celestial bison (NG)

Pseudonatural Celestial Bison Large Outsider [Magical Beast] (Good); CR 3; HD 5d8+15; hp 37;
Init +0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 13 (-1 size, +4 natural), touch 9, flat-footed 13; Base Atk +3; Grp +13; Atk Gore +8 melee (1d8+9); Full Atk Gore +8 melee (1d8+9); SA Stampede, smite evil, True Strike; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 15; AL NG; SV Fort +7, Ref +4, Will +1; Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half ). The save DC is Strength-based.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Guardinal, Musteval (NG, BoED)
Bauriaur (CG, BoED)

Pseudonatural Celestial Dire Badger (CG)

Pseudonatural Celestial Dire Badger Medium Outsider [Magical Beast] (Good, Lawful); CR 2; HD 3d8+15; hp 28;
Init +3; Spd 30 ft., burrow 10 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +4; Atk Claw +4 melee (1d4+2); Full Atk 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1); SA Rage, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 13; AL CG; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: Alertness, Toughness, Track
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Celestial hippogriff (CG)

Pseudonatural Celestial Hippogriff Large Outsider [Magical Beast] (Good, Lawful); CR 2; HD 3d10+9; hp 25;

Init +2; Spd 50 ft., fly 100 ft. (average); Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +11; Atk Claw +6 melee (1d4+4); Full Atk 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2); SA smite evil; Truestrike SQ Darkvision 60 ft., low-light vision, scent, resistance to acid 5 and cold 5 and electricity 5, SR 13; AL CG; SV Fort +6, Ref +5, Will +2; Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: Listen +4, Spot +8
Feats: Dodge, Wingover
Skills (Ex): Hippogriffs have a +4 racial bonus on Spot checks.
Carrying Capacity (Ex): A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Eladrin, Coure (CG, BoED)

Elemental, Small (N)

Air Elemental, Small Small Elemental (Air, Extraplanar); CR 1; HD 2d8; hp 9;
Init +7; Spd Fly 100 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +1; Grp -3; Atk Slam +5 melee (1d4); Full Atk Slam +5 melee (1d4); SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits; AL N; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved Initiative, Weapon Finesse
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 4 ft.; Weight 1 lb.; Whirlwind Save DC 11; Damage 1d4; Whirlwind Height 10-20 ft.

Earth Elemental, Small Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2; hp 11;
Init -1; Spd 20 ft.; AC 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17; Base Atk +1; Grp +0; Atk Slam +5 melee (1d6+4); Full Atk Slam +5 melee (1d6+4); SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits; AL N; SV Fort +4, Ref -1, Will +0; Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +2
Feats: Power Attack
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Fire Elemental, Small Small Elemental (Fire, Extraplanar); CR 1; HD 2d8; hp 9;
Init +5; Spd 50 ft.; AC 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk Slam +3 melee (1d4 plus 1d4 fire); Full Atk Slam +3 melee (1d4 plus 1d4 fire); SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;
AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Dodge, Improved Initiative, Weapon Finesse
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 11 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

Pseudonatural Water Elemental, Small Small Outsider [Elemental] (Water, Extraplanar); CR 1; HD 2d8+2; hp 11;
Init +0; Spd 20 ft., swim 90 ft.; AC 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp -1; Atk Slam +4 melee (1d6+3); Full Atk Slam +4 melee (1d6+3); SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits, ER 5 (Acid, Elec), SR 12; AL N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Power Attack
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 13; Damage 1d4; Height 10-20 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Bacchae (CN, Fiend Folio)

BACCHAE Medium-Size Outsider (Extraplanar); CR 2; Hit Dice: 2d8+4 (13 hp)

Initiative: +1; Speed: 30 ft.; Face/Reach: 5 ft./5 ft.

AC: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15

Base Attack/Grapple: +2/+4; Attack: Claw +4 melee, or rock +3 ranged; Full Attack: 2 claws +4 melee, or rock +3 ranged

Damage: Claw 1d4+2; rock 1d6+3

Special Attacks: Debauch, rage, rend 2d4+3; Special Qualities: Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; AL: Always Chaotic Neutral

Saves: Fort +7, Ref +4, Will +2; Str 14, Dex 13, Con 15, Int 10, Wis 9, Cha 14

Skills: Balance +3, Intimidate +8, Jump +10, Listen +5, Perform (any four) +6, Spot +5, Survival +5, Tumble +7

Feats: Great Fortitude

Bacchae are entities infused with the spirit of a Bacchanalian revel. They are debauched creatures that roam the

planes, luring others into their frenzied dance. They are erratic beings that can go from friendly revelers to dangerous

combatants in a moment. Most bacchae look like normal humans, but with a feral gleam in their eye. Although

they are attractive beings, bacchae of human appearance are typically dirty and disheveled. Others are satyrlike in

appearance. Their tunics and laurel crowns are stained with dirt, wine, and blood. They carry large tankards of beer, jugs

of wine, and a variety of musical instruments. Most people encounter bacchae out in the wilderness. They never stay in one spot for long, descending upon a location like the wind and leaving destruction and chaos in their wake. From time to time, a band of bacchae shows up in a civilized area, bringing revelry and discord. Commoners usually delight in the chance to let loose, but authority figures fear and despise bacchae, seeing them as forces of anarchy and revolution.

as well. Over the course of a long evening of dancing, drinking, and carousing, the spirit of Dionysus may take over the

beguiled individual and transform him or her into a new member of the band. Bacchae speak Common and Sylvan.

COMBAT

Bacchae rarely attack strangers outright, first seeking to lure newcomers with offers of wine and song. The revelers do not hesitate to use charm person or emotion to magically compel revelry from anyone who does not wish to join their debauchery. Only when people resist their magical abilities or seek to interfere with the revel do the bacchae turn ugly and fall on their hapless victims with physical attacks. Bacchae fight literally tooth and nail, tearing and gouging their opponents with utter abandon. They disdain weapons for their bare hands. Those that are not involved in melee combat hurl rocks, tankards, bottles and other loose items that happen to be nearby. Bacchae can be summoned using a summon monster III spell.

Debauch (Su): Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement

of the bacchae’s spell-like abilities, must make a Will save (DC 10 + 1 per 3 bacchae engaged in the revel, to a maximum

DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob. At the next sunrise, the victim must make a second Will save. If successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. If the debauched character fails the save, the character becomes a bacchae.  A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by heal, limited wish, miracle, or wish.

Immunity to Polymorph: Bacchae are immune to polymorphing.

Rage (Ex): Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For 7 rounds, the bacchaegains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 2d8+6 (15 hp); AC 14, touch 9, flat-footed 13; Base Attack/Grapple +4/+6; Full Attack 2 claws +6 melee, or rock +3 ranged; Damage claw 1d4+4, rock 1d6+5; SV Fort +9, Will +4; Str 18, Con 19; Jump +12. A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (–2 Str, –2 Dex, can’t charge or run) for the duration of the encounter.

Rend (Ex): If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+3 points of damage (2d4+6 points if the bacchae is raging).

Spell-Like Abilities: 3/daycharm person, Tasha’s hideous laughter; 1/dayemotion. Caster level 7th; save DC 11 + spell level.

Outsider Traits: Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).


Fiendish ape (LE) [or Kalabon (LE, FCII, LE caster)]

Fiendish Ape Large Magical Beast (); CR 3; HD 4d8+11; hp 29;
Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 10 ft./10 ft.; 
AC
 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12;
Atk Claws +7 melee (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2); SA smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL LE; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6
Feats: Alertness, Toughness
Skills (Ex): Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe


Pseudonatural Fiendish dire weasel (LE)

Pseudonatural Fiendish Dire Weasel Medium Magical Beast (); CR 2; HD 3d8; hp 13;
Init +4; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12; Base Atk +2; Grp +4; Atk Bite +6 melee (1d6+3); Full Atk Bite +6 melee (1d6+3); SA Attach, blood drain, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 5 (acid, cold, elec, fire), SR 13; AL LE; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11
Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
Feats: Alertness, Stealthy , Weapon Finesse
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Hell Hound (LE)

Hell Hound Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+4; hp 22;
Init +5; Spd 40 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +5; Atk Bite +5 melee (1d8+1 plus 1d6 fire); Full Atk Bite +5 melee (1d8+1 plus 1d6 fire);
SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +5, Ref +5, Will +4; Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7*
Feats: Improved Initiative, Run, Track
Skills (Ex): Hell hounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.


Fiendish snake, constrictor (LE)

Fiendish Constrictor Snake Medium Magical Beast (); CR 2; HD 3d8+6; hp 19;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base Atk +2; Grp +5; Atk Bite +5 melee (1d3+4); Full Atk Bite +5 melee (1d3+4); SA Constrict 1d3+4, improved grab, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL LE; SV Fort +4, Ref +6, Will +2; Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats: Alertness, Toughness
Constrict (Ex): On a successful grapple check, a constrictor snake deals the indicated damage.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe


Fiendish boar (NE)
Fiendish Boar Medium Magical Beast (); CR 2; HD 3d8+12; hp 25;
Init +0; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+6 natural), touch 10, flat-footed 16;
Base Atk +2; Grp +4;
Atk Gore +4 melee (1d8+3); Full Atk Gore +4 melee (1d8+3); SA Ferocity, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL NE; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Fiendish dire bat (NE)

Fiendish Dire Bat Large Magical Beast (); CR 3; HD 4d8+12; hp 30;
Init +6; Spd 20 ft., fly 40 ft. (good); Space/Reach 10 ft./5 ft.; AC 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14; Base Atk +3; Grp +10; Atk Bite +5 melee (1d8+4); Full Atk Bite +5 melee (1d8+4); SA smite good; SQ Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL NE; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: Alertness, Stealthy
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills (Ex): Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe

Fiendish monstrous centipede, Huge (NE)

Fiendish Monstrous Centipede, Huge Huge Magical Beast (); CR 3; HD 6d8+6; hp 33; Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 15 ft./10 ft.; AC 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; Base Atk +4; Grp +15; Atk Bite +5 melee (2d6+4 plus poison); Full Atk Bite +5 melee (2d6+4 plus poison); SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; AL NE; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +2, Spot +4

Poison (Ex): A monstrous centipede has a poisonous bite. Fort DC14, 1d6 Dex initial and secondary The save DCs are Constitution-based.
Skills (Ex): Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe

Demon, Dretch (CE)

Dretch Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+4; hp 13;

Init +0; Spd 20 ft.; AC 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +2; Grp -1; Atk Claw +4 melee (1d6+1); Full Atk 2 claws +4 melee (1d6+1) and bite +2 melee (1d4); SA Spell-like abilities, summon demon; SQ Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.; AL CE; SV Fort +5, Ref +3, Will +3; Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats: Multiattack
Spell-Like Abilities (Ex): 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.
Summon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell. 
Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

Demon, Nashrou (CE, MMIV)

Fiendish crocodile (CE)

Fiendish Crocodile Medium Magical Beast (); CR 2; HD 3d8+9; hp 22;
Init +1; Spd 20 ft., swim 30 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +6; Atk Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); Full Atk Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); SA Improved grab, smite good; SQ Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +12
Feats: Alertness, Skill Focus (Hide)
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills (Ex): A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Fiendish snake, Large viper (CE) [or Fiendish sea snake, Large (CE, Stormwrack)]

Fiendish Snake, Large Viper Large Magical Beast (); CR 2; HD 3d8; hp 13;
Init +7; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +2; Grp +6; Atk Bite +4 melee (1d4 plus poison); Full Atk Bite +4 melee (1d4 plus poison); SA Poison, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +3, Ref +6, Will +2; Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 11. The save DCs are Constitution-based.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Fiendish wolverine (CE)

Fiendish Wolverine Medium Magical Beast (); CR 2; HD 3d8+15; hp 28;
Init +2; Spd 30 ft., burrow 10 ft., climb 10 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +4; Atk Claw +4 melee (1d4+2); Full Atk 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1); SA Rage, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; AL CE; SV Fort +7, Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +10, Listen +6, Spot +6
Feats: Alertness, Toughness, Track
Rage (Ex): A wolverine that takes damage in combat flies into a berserk 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 Armor Class. The creature cannot end its rage voluntarily.

Skills (Ex): Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe

Windrazor (CE, MMIV)


Summon Monster IV


Arcadian Avenger (LG, MMV, LG/LN caster)

Pseudonatural Archon, Lantern (LG)

Pseudonatural Lantern Archon Small Outsider (Archon, Extraplanar, Good, Lawful); CR 2; HD 1d8; hp 4;
Init +4; Spd Fly 60 ft. (perfect) (12 squares); AC 15 (+1 size, +4 natural), touch 11, flat-footed 15; Base Atk +1; Grp -8; Atk Light ray +2 ranged touch (1d6); Full Atk 2 light rays +2 ranged touch (1d6); SA Spell-like abilities; SQ Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues, ER 5 (acid, elec), SR 11; AL Always lawful good; SV Fort +2 (+6 against poison), Ref +2, Will +2; Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats: Improved Initiative
Magic Circle Against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.) 10 ft Radias centered on Archon, All creatures within the area gain Protection from Evil and no nongood summoned creature may enter. +2 Deflection Bonus to AC and +2 resistance bonus on saves against evil creatures, protection from Mental Control, and protection from summoned creatures.
Spell-Like Abilities (Ex): At will-aid, detect evil, continual flame. Caster level 3rd.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Will DC 12 negates, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Ray (Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Celestial giant owl (LG)

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


Pseudonatural Guardinal, Cervidal (NG, MMII)

Pseudonatural Guardinal, Cervidal Medium Outsider (Good); CR 4; HD 4d8+8; hp 26;
Init +3; Spd 50 ft; Space/Reach 5 ft./5 ft.; AC 19 (+3 Dex, +2 Leather Armor, +4 natural), touch 13, flat-footed 16; Base Atk +4; Grp +12; Atk Slam +8 melee (1d6+4 ) or Butt +8 melee (1d3+2); Full Atk 2 Slams +8 melee (1d6+4) and Butt +6 melee (1d3+2); SA smite evil; SQ Celestial Traits, Outsider Traits, Darkvision 60 ft, Low-light Vision, Tongues, Immune electricy and petrification, ER 20 (Acid and cold), ER 5 (Elec), Dr 5/magic, SR 14; AL LG; SV Fort +6, Ref +7, Will +6; Str 18, Dex 17, Con 15, Int 12, Wis 17, Cha 16
Skills: Balance +9, Concentration +8, Heal +8, Intimidate +9, Jump +19, Spellcraft +7
Feats: Multi Attack, Power Attack

Charge (Ex): A cervidal can lower its head and charge an opponent, striking with its deadly horns. In addition to the normal benefits and hazards of a charge, this tactic allows the cervidal to make a single butt attack that deals 1d8+6 points of damage.

Spell-Like Abilities (Sp): At will—bless, command, detect poison, light; 1/day—hold person, magic missile, suggestion. Caster level 9th; save DC 13 + spell level.

Horn Powers (Su): A cervidal can deliver any of several effects by a touch of its horns. The horns can negate any poison or disease (as the spells neutralize poison and remove disease) in the creature touched, dispel an illusion (as a targeted dispel magic spell, except that it affects only spells of the Illusion school and is automatically successful), or dismiss (as a dismissal spell) a summoned, conjured, or extraplanar creature. Each of these horn powers can be used at will as a standard action. Except as noted, all these abilities function as the corresponding spells. Caster level 20th; save DC 13 + spell level.

Skills (Ex): Because of its powerful legs, a cervidal gains a +8 racial bonus on Jump checks.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Rhek (NG, BoED)


Pseudonatural Celestial giant eagle (CG)

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

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Celestial lion (CG)

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


Aoa Droplet (N, Fiend Folio)

DROPLET Medium-Size Outsider (Extraplanar); CR3; Hit Dice: 3d8+9 (22 hp)

Initiative: +4; Speed: Fly 50 ft. (perfect); Face/Reach: 5 ft./5 ft.

AC: 22 (+4 Dex, +8 natural), touch 14, flatfooted 18

Base Attack/Grapple: +3/+2; Attack: Slam +8 melee; Full Attack: Slam +8 melee Damage: Slam 1d8–1

Special Attacks: Dispelling touch; Special Qualities: DR 10/+1, outsider traits, reflective spell resistance 22, resistances, spell-like abilities; AL Always Neutral;

Saves: Fort +6, Ref +7, Will +5; Str 8, Dex 18, Con 17, Int 4, Wis 15, Cha 11

Skills: Hide –2, Listen +8, Move Silently +10, Search +3, Spot +9

Feats: Weapon Finesse, Weapon Focus (slam)

Droplets are smaller and weaker aoa that are created when a full-sized sphere reflects a large amount of magical energy. Droplets look like aoa spheres (see below), but are much smaller. Once they are created, droplets will stay around long enough to finish combat (and gather magical energy), before taking off on their own. Over time, a droplet grows to become a full-sized sphere.

Combat

An aoa droplet relies heavily on its reflective spell resistance and uses its dispelling touch frequently in combat. Droplets can be summoned using a summon monster IV spell.

Dispelling Touch (Sp): If a droplet successfully damages an opponent with its slam attack, the opponent is also affected by dispel magic as if cast by a 7th-level wizard.


Storm elemental, Small (N, MMIII)

Mephit (N)

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

Dust Mephit Small Outsider (Air, Extraplanar); CR 3; HD 3d8; hp 13;
Init +7; Spd 30 ft., fly 50 ft. (perfect); AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +3; Grp -1; Atk Claw +4 melee (1d3); Full Atk 2 claws +4 melee (1d3);
SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +3, Ref +6, Will +3; Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: Dodge, Improved Initiative
Spell-Like Abilities (Sp): Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.

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

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

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

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

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

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

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

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

Salt Mephit Small Outsider (Earth, Extraplanar); CR 3; HD 3d8+6; hp 19;
Init -1; Spd 30 ft., fly 40 ft. (average); AC 16 (+1 size, -1 Dex, +6 natural), touch 10, flat-footed 16; Base Atk +3; Grp +2; Atk Claw +7 melee (1d3+3); Full Atk 2 claws +7 melee (1d3+3); SA Breath weapon, spell-like abilities, summon mephit; SQ Damage reduction 5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort +4, Ref +2, Will +3; Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope -1 (+1 with bindings)
Feats: Power Attack, Toughness
Spell-Like Abilities (Ex): Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd). Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a -2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Fast Healing (Ex): A salt mephit heals only if in an arid environment.
Summon Mephit (Sp): A mephit that has just been summoned cannot use its own summon ability for 1 hour.

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

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

Mephit, glass (N, Sandstorm)

Pseudonatural Glass Mephit Small Outsider (Earth, Extraplanar, Fire) Hit Dice: 3d8+3 (16 hp);

Initiative: +4; Speed: 30 ft. (6 squares), fl y 40 ft. (average); Armor Class: 16 (+1 size, +5 natural), touch 11, flatfooted 16;  Base Attack/Grapple: +3/+2; Attack: Claw +7 melee (1d3+3 plus 1 fi re); Full Attack: 2 claws +7 melee (1d3+3 plus 1 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Breath weapon, spell-like abilities, summon mephit; Special Qualities: Damage reduction 5/magic, darkvision 60 ft., fast healing 2; SR 13 Saves: Fort +4, Ref +3, Will +3; Abilities: Str 16, Dex 10, Con 13, Int 6, Wis 11, Cha 15

Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +6, Hide +10, Intimidate +4, Listen +6, Move Silently +6, Spot +6, Use Rope +0 (+2 with bindings)

Feats: Improved Initiative, Power Attack
Breath Weapon (Su): 10-ft. cone of molten glass, damage 1d4 fi re, Refl ex DC 13 half. Living creatures that fail their saves are exposed to splashes of hot glass that continue to burn their skin. The molten glass deals an extra 1d4 points of fi re damage per round for 3 rounds. The creature can take a full-round action to scrape off the

burning material; doing so means the creature stops taking the additional damage. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities (Sp): 2/day—heat metal; 1/hour— blur (mephit only). Caster level 3rd. When the mephit activates its blur ability, its skin becomes

translucent.

Fast Healing (Ex): A glass mephit heals only if it is touching molten glass or a flame at least as large as a torch.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Mephit, sulfur (N, Sandstorm)

Pseudonatral Sulfer Mephit Small Outsider (Air, Earth, Extraplanar); Hit Dice: 3d8+3 (16 hp)

Initiative: +2; Speed: 30 ft. (6 squares), fly 50 ft. (average); Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, fl at-footed 15; Base Attack/Grapple: +3/+0; Attack: Claw +5 melee (1d3+1); Full Attack: 2 claws +5 melee (1d3+1); Space/Reach: 5 ft./5 ft. SA: Breath weapon, spell-like abilities, summon mephit; Special Qualities: Damage reduction 5/magic, darkvision 60 ft., ER 5 (Acid, Elec) fast healing 2, SR 13; Saves: Fort +4, Ref +5, Will +3; Abilities: Str 13, Dex 15, Con 12, Int 6, Wis 11, Cha 15

Skills: Bluff +8, Diplomacy +4, Disguise +2 (+4 when acting in character), Escape Artist +8, Hide +12, Intimidate +4, Listen +6, Move Silently +8, Spot +6, Use Rope +2 (+4 with bindings)

Feats: Dodge, Power Attack

Breath Weapon (Su): 10-ft. cone of toxic volcanic vapor, initial damage unconsciousness, secondary damage none, Fort DC 12 negates. The save DC is Constitution-based and includes a +1 racial bonus.

Spell-Like Abilities: 1/hour—haboob† (centered on mephit only, DC 15); 1/day—stinking cloud (DC 15). Caster level 6th. † New spell described on page 117.

Fast Healing (Ex):  A sulfur mephit heals only if in a region of volcanic gases or similar fumes.

Nerra, Kalareem (N, Fiend Folio)

KALAREEM Medium-Size Outsider (Extraplanar); CR 3; Hit Dice: 3d8+6 (19 hp)

Initiative: +3; Speed: 30 ft.; Face/Reach: 5 ft./5 ft.

AC: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15

Base Attack/Grapple: +3/+4; Attack: Shard longsword +9 melee; Full Attack: 2 shard longswords +5 melee Damage: Shard longsword 1d8+3 (1d8+2 off-hand) plus wounding

Special Attacks: Shard spray, spell-like abilities; Special Qualities: Cold resistance 10, electricity resistance 10, fire resistance 10, mirror jump, outsider traits, reflective spell resistance 15, sonic vulnerability; AL: Always Neutral

Saves: Fort +5, Ref +6, Will +5; Str 13, Dex 16, Con 15, Int 10, Wis 14, Cha 13

Skills: Bluff +7, Diplomacy +6, Disguise +7 (+9 acting), Hide +9, Intimidate +7, Knowledge (any two) +6, Listen

+8, Move Silently +9, Sense Motive +7, Spot +8

Feats: Exotic Weapon Proficiency (shard longsword) (B), Two-Weapon Fighting, Weapon Finesse, Weapon Focus

(shard longsword) (B)

While nerras are usually stealthy in combat, there are times when brute force is necessary. This special breed of warriors

is called the kalareems, and they are ferocious warriors that fight with two shard swords. They are the chosen defenders

of the Plane of Mirrors. Kalareems look like bulky and muscular nerras. Instead of the smooth, naked form of varoots, they seem to wear mirrored armor that blends in with their natural form. They are quiet and taciturn, and they fight with fluid grace. Kalareems lack the ability to use change self as other nerras, but they still reflect spells. A kalareem can be summoned using a summon monster IV spell.

Combat

Kalareems move and fight with deadly accuracy, and they seem to flow more than walk. Kalareems prefer to soften up a target from a distance with their shard spray and will usually exhaust this option before moving into melee. Once in combat, they spin and twist in an acrobatic display, wielding their shard swords with deadly accuracy.

Shard Spray (Su): Three times per day, a kalareem can release a spray of mirrorlike shards from its hands that can flay flesh and cause massive lacerations. The spray is a 30-foot cone, and it deals 1d4 points of damage per level of the kalareem, up to a maximum of 5d4. In addition, a wound resulting from a kalareem’s shard spray attack bleeds for an additional 2 points of damage per round thereafter. Multiple wounds from such attacks result in cumulative bleeding loss (two wounds for 4 points of damage per round, and so on). The bleeding can be stopped only by a successful Heal check (DC 10) or the application of any cure spell or other healing spell (heal, healing circle, or the like).

Spell-Like Abilities: 1/daymirror image. Caster level 12th; save DC 11 + spell level.

SHARD WEAPONS: Nerras employ swords and daggers that are made out of the substance of the Plane of Mirrors. They resemble shards of a broken mirror that have been set into a shiny hilt. Despite their fragile appearance, shard weapons are incredibly tough, deadly, and razor-sharp. Shard weapons leave terrible wounds that bleed incessantly. Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (–4 penalty wielder’s on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it.

Fiendish dire wolf (LE) [or Fiendish dire eel (CE, Stormwrack) or Nightmare, lesser (NE, Planar Handbook)]

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


Fiendish giant wasp (LE) [or Spined devil (LE, FCII, LE caster) or Abishai, White (LE, FCII, LE caster)]

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


Imp, Bloodbag (LE, Fiend Folio)
Imp, Euphoric (LE, Fiend Folio)
Imp, Filth (LE, Fiend Folio)

Elemental Grue (NE, Complete Arcane)

Fiendish giant praying mantis (NE)

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


Fiendish shark, Large (NE)

Fiendish Shark, Large Large Magical Beast (Aquatic); CR 3; HD 7d8+7; hp 38;
Init +6; Spd Swim 60 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +5; Grp +12; Atk Bite +7 melee (1d8+4); Full Atk Bite +7 melee (1d8+4); SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; AL NE; SV Fort +8, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +8, Spot +7, Swim +11
Feats: Alertness, Great Fortitude, Improved Initiative
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills (Ex): A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe


Yeth hound (NE)

Yeth Hound Medium Outsider (Extraplanar, Evil); CR 3; HD 3d8+6; hp 19;
Init +6; Spd 40 ft., fly 60 ft. (good); AC 20 (+2 Dex, +8 natural), touch 12, flat-footed 18; Base Atk +3; Grp +6; Atk Bite +6 melee (1d8+4); Full Atk Bite +6 melee (1d8+4); SA Bay, trip; SQ Damage reduction 10/silver, darkvision 60 ft., flight, scent; AL NE; SV Fort +5, Ref +5, Will +5; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats: Improved Initiative, Track
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound's bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.
Flight (Su): A yeth hound can cease or resume flight as a free action.
Skills (Ex): *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.


Yugoloth, Skeroloth (NE, Fiend Folio)
Yugoloth, Voor (NE, MMIV)
Demon, Carnage (CE, MMV, evil caster)
Demon, Gadacro (CE, MMV, evil caster)
Demon, Skulvyn (CE, Fiend Folio)

Fiendish monstrous spider, Large (CE) [or Fiendish monstrous diving spider, Large (CE, Stormwrack)]

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


Pseudonatural Fiendish snake, Huge viper (CE) or Fiendish sea snake, Huge (CE, Stormwrack)

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

Pseudonatural Fiendish Sea Snake, Huge Viper  Huge Outsider [Magical Beast] (Evil); CR 4; HD 6d8+6; hp 33;
Init +6; Spd 10 ft., swim 30 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15; Base Atk +4; Grp +15; Atk Bite +6 melee (1d6+4 plus poison); Full Atk Bite +6 melee (1d6+4 plus poison); SA Poison, smite good; SQ Scent, Darkvision 60 ft, ER 5 (Acid, Cold, Elec, Fire), Dr 5/magic, SR 16; AL CE; SV Fort +6, Ref +7, Will +3; Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2
Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Feats: Improved Initiative, Run, Weapon Focus (bite)
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 16. The save DCs are Constitution-based. +2 racial bonus

Hold Breath (Ex): can hold breath for 6x Constitution score before it risks drowning.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe

Skills: +8 racial bonus on Swim checks, can take 10, can run in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.



Howler (CE) [or Nightmare, lesser (NE, Planar Handbook)]

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


Wrackspawn (CE, MMIV)

Wrackspawn Medium Outsider (Chaotic, Evil, Extraplanar); CR 3; HD 4; hp 45;
Init +0; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 armor, +2 natural), touch 10, flat-footed 14; Base Atk +4; Grp +8; Atk Bone shortspear +8 melee or ranged +4 (1d6+4 plus pain) or Double claw +8 (2d4+6); Full Atk Bone shortspear +8 melee (1d6+4 plus pain) and Double claw +8 (2d4+6); SA Pain, Aligned Strike (chaotic, evil); SQ blind, blindsight 120ft, immune gaze attacks, sight based illusions, visual effects; AL Always chaotic evil;

SV Fort +7, Ref +8, Will +7; Str 19, Dex 10, Con 22, Int 6, Wis 11, Cha 12
Skills: Climb +11, Hide +7, Intimidate +8, Listen +10, Move Silently +7
Feats: Skill Focus (Listen), Toughness
Pain (Su): A living creature injured by the wrackspawn's bone spear takes an extra 2d6 points of damage and is sickened with pain for 1 round. A DC 18 Fort save halves the damage and negates the sickened effect, DC is constitution based.
Equipment: Bone shortspear, piecemeal armor (counts as leather)


Summon Monster V

Pseudonatural Archon, Hound (LG)

Pseudonatural Hound Archon Medium Outsider (Archon, Extraplanar, Good, Lawful); CR 4; HD 6d8+6; hp 33;

Init +4; Spd 40 ft.; AC 19 (+9 natural), touch 10, flat-footed 19; Base Atk +6; Grp +8; Atk Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19-20); Full Atk Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19-20) and bite +3 melee (1d8+1); SA Spell-like abilities; SQ Aura of menace, change shape, damage reduction 10/evil, DR 5/magic, ER 5 / Acid and Electricity, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues; AL Always lawful good;

SV Fort +6 (+10 against poison), Ref +5, Will +6; Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats: Improved Initiative, Power Attack, Track
Magic Circle Against Evil (Su): ): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.) 10 ft Radias centered on Archon, All creatures within the area gain Protection from Evil and no nongood summoned creature may enter. +2 Deflection Bonus to AC and +2 resistance bonus on saves against evil creatures, protection from Mental Control, and protection from summoned creatures.
Skills (Ex): *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.
Spell-Like Abilities (Sp): At will-aid, continual flame, detect evil, message. Caster level 6th.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Will DC 16 negates, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours.
Change Shape (Su): A hound archon can assume any canine form of Small to Large size. 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 doglike or wolflike animal of the animal type.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Celestial Brown Bear (LG)

Celestial Bear, Brown Large Outsider (Extraplanar, Good); CR 5; HD 6d8+24; hp 51;

Init +1; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +4; Grp +16; Atk Claw +11 melee (1d8+8); Full Atk 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4); SA Improved grab, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 16; AL LG; SV Fort +9, Ref +6, Will +3; Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity
Skills (Ex): A brown bear has a +4 racial bonus on Swim checks.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +6 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Celestial giant stag beetle (NG)

Pseudonatural Celestial Giant Stag Beetle Large Outsider (Extra planar, Good); CR 5; HD 7d8+21; hp 52;
Init +0; Spd 20 ft.; Space/Reach 10 ft./5 ft.; AC 19 (-1 size, +10 natural), touch 9, flat-footed 19; Base Atk +5; Grp +15; Atk Bite +10 melee (4d6+9); Full Atk Bite +10 melee (4d6+9); SA Trample (2d8+3), smite evil; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 17; AL NG; SV Fort +8, Ref +2, Will +2; Str 23, Dex 10, Con 17, Int 3, Wis 10, Cha 9
Trample (Ex): Reflex half DC 19. The save DC is Strength-based.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +7 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial Sea Cat (NG)

Pseudonatural Celestial Sea Cat Large Outsider (Extra planar, Good); CR 5; HD 6d10+18; hp 51; Init +1; Spd 10 ft., swim 40 ft.; Space/Reach 10 ft./5 ft.; AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base Atk +6; Grp +14; Atk Claw +9 melee (1d6+4); Full Atk 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2); SA Rend 2d6+6, smite evil; SQ Darkvision 60 ft., hold breath, low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 16; AL NG; SV Fort +8, Ref +6, Will +5; Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to its Constitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an extra 2d6+6 points of damage
Skills (Ex): A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +6 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Leskylor (NG, BoED)

Pseudonatural Leskylor Large Outsider (Extra planar, Good); CR 7; HD 6d10+18; hp 51; Init +4; Spd 40 ft., Fly 80 ft (average).; Space/Reach 10 ft./10 ft.; AC 19 (-1 size,  +10 natural), touch 9, flat-footed 19; Base Atk +6; Grp +16; Atk Claw +11 melee (1d6+6); Full Atk 2 claws +1 melee (1d6+6) and bite +6 melee (2d6+3); SA Frost Breath, improved grab, pounce, rake, spell-like abilities; SQ Darkvision 60 ft., immunity to cold, spell-like abilities, DR 5/magic, ER 5( Elecricity, Acid), SR 16 AL NG; SV Fort +8, Ref +5, Will +3; Str 22, Dex 11, Con 17, Int 15, Wis 13, Cha 14
Skills: Hide +2, Listen +7, Move Silently +6, Search +8, Spot +7, Swim +12
Feats: Flyby Attack, Improved Initiative, Touch of Golden Ice (Contact DC 14 Evil only, 1d6 Dex secondary 2d6 Dex)
Frost Breath (Sn): Cone-shaped burst of frost, 30ft long, 3/day, damage 3d6 Ref half DC16
Pounce (Ex): Full attack + 2 rakes on charge.

Rake (Ex): Attack bonus +11 melee, damage 1d8+3

Improved Grab (Ex): Hit with claw or bite to initiate grapple, if it succeeds can rake.

Spell-Like Abilities (Sp): 1/day – blessed sight*, cause fear (DC 12), cure moderate wounds (DC 13), eyes of the avoral, hold person (DC 13), obscuring mist, visions of heaven* Caster Level 6th, save Dcs are Wisdom Based. *spells in ch6 of BoED.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Psuedonatural Celestial griffon (CG)

Psuedonatural Celestial Griffon Large Outsider (Extra planar, Good); CR 5; HD 7d10+21; hp 59;

Init +2; Spd 30 ft., fly 80 ft. (average); Space/Reach 10 ft./5 ft.; AC 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15; Base Atk +7; Grp +15; Atk Bite +11 melee (2d6+4); Full Atk Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2); SA Pounce, rake 1d6+2, smite evil; SQ Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 17; AL CG; SV Fort +8, Ref +7, Will +5; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +10
Feats: Iron Will, Multiattack, Weapon Focus (bite)
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills (Ex): Griffons have a +4 racial bonus on Jump and Spot checks.
Carrying Capacity (Ex): A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +7 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Elemental, Medium (N)  [or Energon (any) (N, Planar Handbook/Manual of the Planes)]

Pseudonatural Air Elemental, Medium Medium Elemental Outsider (Air, Extraplanar); CR 3; HD 4d8+8; hp 26;

Init +9; Spd Fly 100 ft. (perfect); AC 18 (+5 Dex, +3 natural), touch 15, flat-footed 13; Base Atk +3; Grp +4; Atk Slam +8 melee (1d6+1); Full Atk Slam +8 melee (1d6+1); SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits, DR 5/Magic, ER 5 (Acid, Electricity), SR 14; AL N; SV Fort +3, Ref +9, Will +1; Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 8 ft.; Weight 2 lb.; Whirlwind Save DC 13; Damage 1d6; Whirlwind Height 10-30 ft.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Earth Elemental, Medium Medium Elemental Outsider (Earth, Extraplanar); CR 3; HD 4d8+12; hp 30;

Init -1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 18 (-1 Dex, +9 natural), touch 9, flat-footed 18; Base Atk +3; Grp +8; Atk Slam +8 melee (1d8+7); Full Atk Slam +8 melee (1d8+7); SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits, DR 5/Magic, ER 5 (Acid, Electricity), SR 14; AL N; SV Fort +7, Ref +0, Will +1; Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Cleave, Power Attack
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Fire Elemental, Medium Medium Elemental Outsider (Fire, Extraplanar); CR 3; HD 4d8+8; hp 26;

Init +7; Spd 50 ft.; AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +3; Grp +4; Atk Slam +6 melee (1d6+1 plus 1d6 fire); Full Atk Slam +6 melee (1d6+1 plus 1d6 fire); SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, DR 5/Magic, ER 5 (Acid, Electricity), SR 14; AL N; SV Fort +3, Ref +7, Will +1; Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 14 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Water Elemental, Medium Medium Elemental Outsider (Water, Extraplanar); CR 3; HD 4d8+12; hp 30;

Init +1; Spd 20 ft., swim 90 ft.; AC 19 (+1 Dex, +8 natural), touch 11, flat-footed 18; Base Atk +3; Grp +6; Atk Slam +6 melee (1d8+4); Full Atk Slam +6 melee (1d8+4); SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits, DR 5/ Magic, ER 5 (Electricity, Acid), SR 14; AL N; SV Fort +7, Ref +2, Will +1; Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Cleave, Power Attack
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 15; Damage 1d6; Height 10-30 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.



Pseudonatural Achaierai (LE)

Pseudonatural Achaierai Large Outsider (Evil, Extraplanar, Lawful); CR 5; HD 6d8+12; hp 39;

Init +1; Spd 50 ft.; Space/Reach 10 ft./10 ft.; AC 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19; Base Atk +6; Grp +14; Atk Claw +9 melee (2d6+4); Full Atk 2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2); SA Black cloud; SQ Darkvision 60 ft., DR 5/Magic, ER 5 (Acid, Electricity), spell resistance 19; AL LE; SV Fort +7, Ref +6, Will +7; Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Skills: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
Feats: Dodge, Mobility, Spring Attack
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Devil, Bearded (LE) [or Abishai, black (LE, FCII, LE caster)]

Bearded Devil (barbazu) Medium Outsider (Evil, Extraplanar, Lawful); CR 5; HD 6d8+18; hp 45;
Init +6; Spd 40 ft.; Space/Reach 5 ft./5 ft. (10 ft. with glaive); AC 19 (+2 Dex, +7 natural) touch 12, flat-footed 17; Base Atk +6; Grp +8; Atk Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2); Full Atk Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2); SA Infernal wound, beard, battle frenzy, summon devil; SQ Damage reduction 5/(silver or good) and magic, darkvision 60 ft., immunity to fire and poison, ER 10 (Acid, Cold), ER 5 (Elec), see in darkness, spell resistance 17, telepathy 100 ft.; AL Always lawful evil; SV Fort +8, Ref +7, Will +5; Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills: Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats: Improved Initiative, Power Attack, Weapon Focus (glaive)
Spell-Like Abilities (Sp): At will- greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian's rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward. Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes. A bearded devil's natural weapons, as well as any weapons it wields, are treated as magic, evil-aligned, and lawful-aligned for the purpose of overcoming damage reduction.
Infernal Wound (Ex): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil's glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.

Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Summon Devil(Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish Deionychus (LE)

Pseudonatural Fiendish Deinonychus Large Outsider [Animal] (Extra planar, Lawful, Evil); CR 4; HD 4d8+16; hp 34;

Init +2; Spd 60 ft.; Space/Reach 10 ft./5 ft.; AC 16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14; Base Atk +3; Grp +11; Atk Talons +6 melee (2d6+4); Full Atk Talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2); SA Pounce, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 5 (Cold, Fire, Acid, Elec), Dr 5/magic, SR 14; AL LE; SV Fort +8, Ref +6, Will +2; Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 10
Skills: Hide +8, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Pounce (Ex): If a deinonychus charges, it can make a full attack.
Skills (Ex): A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish dire ape (LE)

Pseudonatural Fiendish Dire Ape Large Outsider (Extra planar, Lawful, Evil); CR 4; HD 5d8+13; hp 35;

Init +2; Spd 30 ft., climb 15 ft.; Space/Reach 10 ft./10 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +13; Atk Claw +8 melee (1d6+6); Full Atk 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3); SA Rend 2d6+9, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 5 (acid, cold, elec, fire), Dr 5/magic, SR 15; AL LE; SV Fort +6, Ref +6, Will +5; Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh doing an extra 2d6+12 point of damage.
Skills (Ex): Racial bonus of +8 on climb checks and can always choose to take 10 even if rushed or threatened.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.



Pseudonatural Fiendish Dire Boar (NE) or Fiendish dire barracuda (NE, Stormwrack)

Pseudonatural Fiendish Dire Boar Large Outsider (Extra planar, Evil, Lawful); CR 5; HD 7d8+21; hp 52;
Init +0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +6 natural), touch 9, flat-footed 15; Base Atk +5; Grp +17; Atk Gore +12 melee (1d8+12); Full Atk Gore +12 melee (1d8+12); SA Ferocity, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 5 (acid, cold, elec, fire), Dr 5/magic, SR 17; AL NE; SV Fort +8, Ref +5, Will +8; Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Iron Will
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish Dire Barracuda Large Outsider (Extra planar, Evil, Lawful); CR 4; HD 8d8+16; hp 52;
Init +2; Spd Swim 80 ft.; Space/Reach 10 ft./5 ft.; AC 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15; Base Atk +6; Grp +14; Atk Bite +9 melee (1d8+6); Full Atk bite +9 melee (1d8+6); SA Sprint, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 (Acid, Cold, Elec, Fire), Dr 10/magic, SR 18; AL NE; SV Fort +8, Ref +8, Will +5; Str 19, Dex 15, Con 14, Int 3, Wis 12, Cha 2
Skills: Listen +6, Jump +29, Spot +6, Swim +12
Feats: Alertness, Run, Iron Will
Sprint (Ex): A dire barracuda can move up to three times its normal speed (240ft) when it makes a charge.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish Shark, Huge (NE)

Pseudonatural Fiendish Shark, Huge Huge Outsider (Aquatic, Extra planar, Evil, Lawful); CR 6; HD 10d8+20; hp 65;
Init +6; Spd Swim 60 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13; Base Atk +7; Grp +20; Atk Bite +10 melee (2d6+7); Full Atk Bite +10 melee (2d6+7); SA smite good; SQ Blindsense, keen scent, Darkvision 60 ft, ER 10 (Acid, Cold, Elec, Fire), Dr 10/magic, SR 20; AL NE; SV Fort +11, Ref +9, Will +4; Str 21, Dex 15, Con 15, Int 3, Wis 12, Cha 2
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills (Ex): A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +10 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish monstrous scorpion, Large (NE) or Fiendish monstrous crab, Large (NE, Stormwrack)

Pseudonatural Fiendish Monstrous Scorpion, Large Large Outsider (Extra Planar, Evil, Lawful); CR 4; HD 5d8+10; hp 32; Init +0; Spd 50 ft.; Space/Reach 10 ft./5 ft.; AC 16 (-1 size, +7 natural), touch 9, flat-footed 16; Base Atk +3; Grp +11; Atk Claw +6 melee (1d6+4); Full Atk 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison); SA Constrict 1d6+4, improved grab, poison, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft,  ER 5 (Acid, cold , elec, fire), Dr 5/magic, SR 15; AL NE; SV Fort +6, Ref +1, Will +1; Str 19, Dex 10, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +8, Hide +0, Spot +4
Constrict(Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab(Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. Fort DC 14, 1d4 Con initial and secondary.
Skills (Ex): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish Monstrous Crab, Large Large Outsider (Aquatic, Extra planar, Evil, Lawful); CR 4; HD 6d8+10; hp 36; Init +0; Spd 20 ft.; Space/Reach 10 ft./10 ft.; AC 18 (-1 size, +9 natural), touch 9, flat-footed 18; Base Atk +4; Grp +17; Atk Claw +8 melee (1d8+5); Full Atk 2 claws +8 melee (1d8+5); SA Constrict 2d8+5, improved grab, smite good; SQ Amphibious, Darkvision 60 ft., vermin traits, scent, ER 5 (Acid, Cold, Elec, Fire), Dr 5/magic, SR 16; AL NE; SV Fort +6, Ref +1, Will +1; Str 21, Dex 11, Con 12, Int -, Wis 11, Cha 2
Skills: Hide +0, Spot +4
Constrict (Ex): A monstrous crab deals automatic 2x claw damage +Str on a successful grapple check. (2d8+5)
Improved Grab (Ex): To use this ability, a monstrous crab must hit with a claw attack. +4 Racial on grapple
Skills (Ex): A monstrous crab has a +4 racial bonus on Hide and Spot checks
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Psuedonatural Shadow mastiff (NE)

Pseudonatural Shadow Mastiff Medium Outsider (Extraplanar); CR 5; HD 4d8+12; hp 30;
Init +5; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; Base Atk +4; Grp +7; Atk Bite +7 melee (1d6+4); Full Atk Bite +7 melee (1d6+4); SA Bay, trip; SQ Darkvision 60 ft., shadow blend, scent, ER 5 (acid, elec) DR 5/magic, SR 14; AL NE; SV Fort +7, Ref +5, Will +5; Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats: Dodge, Improved Initiative, Track
Skills (Ex): *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff 's bay for 24 hours. The save DC is Charisma-based
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish dire wolverine (CE)

Pseudonatural Fiendish Dire Wolverine Large  Outsider (Extra planar, Evil, Lawful); CR 5; HD 5d8+23; hp 45;
Init +3; Spd 30 ft., climb 10 ft.; Space/Reach 10 ft./5 ft.; AC 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13; Base Atk +3; Grp +13; Atk Claw +8 melee (1d6+6); Full Atk 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3);
SA Rage, smite good; SQ Low-light vision, scent, Darkvision 60 ft,  ER 5 ( acid, cold, elec, fire), Dr 5/magic, SR 15; AL CE; SV Fort +8, Ref +7, Will +5; Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +14, Listen +7, Spot +7
Feats: Alertness, Toughness, Track
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Skills (Ex): A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +5 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish giant crocodile (CE)

Pseudonatural Fiendish Crocodile, Giant Huge  Outsider [Animal](Extra planar, Evil, Lawful); CR 5; HD 7d8+28; hp 59;
Init +1; Spd 20 ft., swim 30 ft.; Space/Reach 15 ft./10 ft.; AC 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Base Atk +5; Grp +21; Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12); Full Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12); SA Improved grab, smite good; SQ Hold breath, low-light vision, Darkvision 60 ft, ER 5 (acid, cold, elec, fire), DR 5/magic, SR 17; AL CE; SV Fort +9, Ref +6, Will +3; Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +1*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills (Ex): A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish tiger (CE)

Pseudonatural Fiendish Tiger Large  Outsider [Animal](Extra planar, Evil, Lawful); CR 5; HD 6d8+18; hp 45;
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +14; Atk Claw +9 melee (1d8+6); Full Atk 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3); SA Improved grab, pounce, rake 1d8+3, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 5 (acid, cold, elec, fire), Dr 5/magic, SR 16; AL LE; SV Fort +8, Ref +7, Will +3; Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Natural Attack (claw)
Improved Grab(Ex): To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce(Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills (Ex): Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Summon Monster VI

Pseudonatural Celestial polar bear (LG)

Pseudonatural Celestial Bear, Polar Outsider [Large Magical Beast ] (Good); CR 6; HD 8d8+32; hp 68;
Init +1; Spd 40 ft., swim 30 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +6; Grp +18; Atk Claw +13 (1d8+8); Full Atk 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4); SA Improved grab, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 (acid, cold, electricity), Dr 5/magic, SR 18; AL LG; SV Fort +10, Ref +7, Will +3; Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6
Skills: Hide -2*, Listen +5, Spot +7, Swim +16
Feats: Endurance, Run, Track
Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills (Ex): A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear's white coat bestows a +12 racial bonus on Hide checks in snowy areas.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +8 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial Orca Whale (NG)

Pseudonatural Celestial Orca Huge Magical Beast (Outsider); CR 7; HD 9d8+48; hp 88;
Init +2; Spd Swim 50 ft.; Space/Reach 15 ft./10 ft.; AC 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; Base Atk +6; Grp +22; Atk Bite +12 melee (2d6+12); Full Atk Bite +12 melee (2d6+12); SA smite evil; SQ Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, ER 10 (acid, cold, elec), DR 5/magic, SR 19; AL NG; SV Fort +11, Ref +8, Will +5; Str 27, Dex 15, Con 21, Int 3, Wis 14, Cha 6
Skills: Listen +14*, Spot +14*, Swim +16
Feats: Alertness, Endurance, Run, Toughness
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills (Ex): A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +9 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Equinal (NG, BoED)

Pseudonatural Eladrin, Bralani (CG)

Pseudonatural Bralani Medium Outsider (Chaotic, Extraplanar, Good); CR 6; HD 6d8+18; hp 45;
Init +8; Spd 40 ft., fly 100 ft. (perfect); AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16;
Base Atk +6; Grp +10;
Atk +1 holy scimitar +11 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4); Full Atk +1 holy scimitar +11/+6 melee (1d6+4/18-20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4); SA Spell-like abilities, whirlwind blast; SQ Alternate form, DR 5/magic damage reduction, 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, ER 5 (acid, cold, fire), spell resistance 17, tongues; AL Always chaotic good; SV Fort +8, Ref +9, Will +7; Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats: Alertness, Blind-Fight, Improved Initiative
Spell-Like Abilities (Ex): 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 (DC 15). Caster level 6th. The save DCs are Charisma-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities. A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial dire lion (CG)

Pseudonatural Celestial Dire Lion Large Outsider [Magical Beast] (Good); CR 7; HD 8d8+24; hp 60;
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +6; Grp +17; Atk Claw +13 melee (1d6+7); Full Atk 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3); SA Improved grab, pounce, rake 1d6+3, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 (Acid, cold, elec), Dr 5/magic, SR 18; AL CG; SV Fort +9, Ref +8, Will +7; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: Alertness, Run, Weapon Focus (claw)
Improved Grab (Ex): To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills (Ex): Dire lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +8 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Formian, Winged Warrior (LN, Fiend Folio)

Pseudonatural Elemental, Large (N) [or Elementite Swarm (N, Planar Handbook)]

Pseudonatural Air Elemental, Large Large Outsider [Elemental] (Air, Extraplanar); CR 5; HD 8d8+24; hp 60;
Init +11; Spd Fly 100 ft. (perfect); Space/Reach 10 ft./10 ft.; AC 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13; Base Atk +6; Grp +12; Atk Slam +12 melee (2d6+2); Full Atk 2 slams +12 melee (2d6+2); SA Air mastery, whirlwind; SQ Damage reduction 5/- and magic, darkvision 60 ft., elemental traits, ER 10 (Acid, Elec), SR 18; AL N; SV Fort +5, Ref +13, Will +2; Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Weapon Finesse
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 16 ft.; Weight 4 lb.; Whirlwind Save DC 16; Damage 2d6; Whirlwind Height 10-40 ft.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Earth Elemental, Large Large Elemental (Earth, Extraplanar); CR 5; HD 8d8+32; hp 68;
Init -1; Spd 20 ft.; Space/Reach 10 ft./10 ft.; AC 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +17; Atk Slam +12 melee (2d8+7); Full Atk 2 slams +12 melee (2d8+7); SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits, ER 10 (Acid, Elec), SR 18; AL N; SV Fort +10, Ref +1, Will +2;
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +6, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fire Elemental, Large Large Elemental (Fire, Extraplanar); CR 5; HD 8d8+24; hp 60;
Init +9; Spd 50 ft.; Space/Reach 10 ft./10 ft.; 
AC
 18 (-1 size, +5 Dex, +4 natural), touch 14, flat-footed 13; Base Atk +6; Grp +12;
Atk Slam +10 melee (2d6+2 plus 2d6 fire); Full Atk 2 slams +10 melee (2d6+2 plus 2d6 fire); SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, ER 10 (Acid, Elec), SR 18; AL N; SV Fort +5, Ref +11, Will +2; Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 17 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Water Elemental, Large Large Elemental (Water, Extraplanar); CR 5; HD 8d8+32; hp 68;
Init +2; Spd 20 ft., swim 90 ft.; Space/Reach 10 ft./10 ft.; AC 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18; Base Atk +6; Grp +15; Atk Slam +10 melee (2d8+5); Full Atk 2 slams +10 melee (2d8+5); SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, ER 10 (acid, elec), SR 18; AL N; SV Fort +10, Ref +4, Will +2; Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +5, Spot +6
Feats: Cleave, Great Cleave, Power Attack
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 19; Damage 2d6; Height 10-40 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Genie, Janni (N)

Pseudonatural Janni Medium Outsider (Native); CR 4; HD 6d8+6; hp 33;
Init +6; Spd 20 ft., fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect); AC 18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16; Base Atk +6; Grp +9; Atk Scimitar +9 melee (1d6+4/18-20) or longbow +8 ranged (1d8/x3);
Full Atk Scimitar +9/+4 melee (1d6+4/18-20) or longbow +8/+3 ranged (1d8/x3); SA Change size, spell-like abilities; SQ Darkvision 60 ft., elemental endurance, plane shift, ER 10 (fire), ER 5 (Acid, Elec), SR 16, telepathy 100 ft.; AL N; SV Fort +6, Ref +7, Will +7;
Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13

Skills (Ex): Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility
Change Size (Sp): Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like Abilities (Sp): 3/day-invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).


Inferno Spider (N, MMIV, ritual required)
Nerra, Sillit (N, Fiend Folio)
Storm elemental, Medium (N, MMIII)

Chaos beast (CN)

Chaos Beast Medium Outsider (Chaotic, Extraplanar); CR 7; HD 8d8+8; hp 44;
Init +5; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +8; Grp +10; Atk Claw +10 melee (1d3+2 plus corporeal instability);
Full Atk 2 claws +10 melee (1d3+2 plus corporeal instability); SA Corporeal instability; SQ Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15; AL Always chaotic neutral; SV Fort +7, Ref +7, Will +6; Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
Feats: Dodge, Improved Initiative, Mobility
Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based. An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried-armor, backpacks, even shirts-hamper more than help, reducing the victim's Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim's Wisdom score falls to 0, it becomes a chaos beast. A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature's normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful. Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast's form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.


Slaad, Mud (CN, Fiend Folio)


Devil, Chain (LE) [or Abishai, green (LE, FCII, LE caster) or Devil, pain (LE, FCII, LE caster)]

Chain Devil (kyton) Medium Outsider (Evil, Extraplanar, Lawful); CR 6; HD 8d8+16; hp 52;
Init +6; Spd 30 ft.; Space/Reach 5 ft./5 ft. (10 ft. with chains); AC 20 (+2 Dex, +8 natural), touch 12, flat-footed 18; Base Atk +8; Grp +10; Atk Chain +10 melee (2d4+2/19-20); Full Atk 2 chains +10 melee (2d4+2/19-20); SA Dancing chains, unnerving gaze; SQ Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18; AL LE; SV Fort +8, Ref +8, Will +6; Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)
Feats: Alertness, Improved Critical (chain), Improved Initiative
Skills (Ex): Chain devils have a +8 racial bonus on Craft checks involving metalwork.
Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves take a -2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.
Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Dancing Chains (Su): A chain devil's most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil 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 devil itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the chain devil'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. The save DC is Charisma-based.


Devil, Gulthir (LE, MMV, evil caster)


Xill (LE) [or Amnizu (LE, FCII, LE caster)]

Xill Medium Outsider (Extraplanar); CR 6; HD 5d8+10; hp 32;
Init +7; Spd 40 ft.; AC 20 (+3 Dex, +7 natural), touch 13, flat-footed 17; Base Atk +5; Grp +7; Atk Short sword +7 melee (1d6+2/19-20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3); Full Atk 2 short swords +5 melee (1d6+2/19-20, 1d6+1/19-20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3); SA Implant, improved grab, paralysis; SQ Darkvision 60 ft., planewalk, spell resistance 21; AL LE; SV Fort +6, Ref +7, Will +5; Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
Feats: Improved Initative, Multiattack, Multiweapon Fighting
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.


Pseudonatural Fiendish monstrous centipede, Gargantuan (NE)

Pseudonatural Fiendish Monstrous Centipede, Gargantuan Gargantuan Outsider [Magical Beast] (Evil); CR 8; HD 12d8+12;
hp 66; Init +2; Spd 40 ft., climb 40 ft.; Space/Reach 20 ft./15 ft.; AC 18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16; Base Atk +9; Grp +27; Atk Bite +11 melee (2d8+9 plus poison); Full Atk Bite +11 melee (2d8+9 plus poison); SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, ER 10 (cold, fire), ER 15 (acid, elec), Dr 10/magic, SR 22; AL NE; SV Fort +9, Ref +6, Will +4; Str 23, Dex 15, Con 12, Int 3, Wis 10, Cha 2
Skills: Climb +14, Hide -2, Spot +4
Poison (Ex): A monstrous centipede has a poisonous bite. Fort DC17, 1d8 Dex initial and secondary The save DCs are Constitution-based.
Skills (Ex): Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +12 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Fiendish rhinoceros (NE) [or Fiendish icthyosaur (NE, Stormwrack)]

Fiendish Rhinoceros Large Magical Beast (); CR 6; HD 8d8+40; hp 76;
Init +0; Spd 30 ft.; Space/Reach 10 ft./5 ft.; AC 16 (-1 size, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +18; Atk Gore +13 melee (2d6+12); Full Atk Gore +13 melee (2d6+12); SA Powerful charge, smite good; SQ Low-light vision, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 13; AL NE; SV Fort +11, Ref +6, Will +3;
Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: Listen +14, Spot +3
Feats: Alertness, Endurance, Improved Natural Attack (gore)
Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe


Pseudonatural Yugoloth, Corruptor of Fate (NE, MMIV)

Pseudonatural Corruptor of Fate CR 5

Always NE Medium outsider (evil, extraplanar, yugoloth)

Init +8; Senses darkvision 60 ft.; Listen +10, Spot +10

Languages Abyssal, Draconic, Infernal; telepathy 100 ft.

AC 18, touch 14, flat-footed 14; Dodge (+4 Dex, +4 armor)

hp 52 (7 HD)

Immune acid, energy drain, necromantic effects, negative energy effects, poison

DR 5/magic; Resist cold 10, fire 10, electricity 10 acid 5; SR 17

Fort +8, Ref +9, Will +5

Speed 30 ft. (6 squares)

Melee mwk short sword +12/+7 (1d6+2/19–20 plus bestow

curse)

Ranged composite shortbow +11/+6 (1d6/×3)

Space 5 ft.; Reach 5 ft.

Base Atk +7; Grp +9

Atk Options aligned strike (evil), bestow curse

Special Actions corrupting gaze

Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10

SQ unluck, yugoloth traits

Feats Dodge, Improved Initiative, Weapon Finesse

Skills Balance +6, Disguise +10, Escape Artist +14, Hide +14, Jump +4, Listen +10, Move Silently +14,

Sleight of Hand +14, Spot +10, Tumble +14, Use Rope +4 (+6 involving bindings)

Advancement by character class; Favored Class rogue; see text

Possessions +1 studded leather armor, masterwork short sword, composite shortbow with 20 arrows

Bestow Curse (Su) As the bestow curse spell; at will; Will DC 16; caster level 7th.

This ability affects those touching or touched by a corruptor of fate or its weapons. A cursed subject must roll percentile dice each turn. On a roll of 01–50, it can take no action. On a roll of 51–100, it can act normally. This is a necromantic effect. Undead are unaffected by a corruptor of fate’s bestow curse ability. The save DC is Constitution-based.

Corrupting Gaze (Su) A corruptor of fate can blast its enemies with a glance, at a range of up to 30 feet. Creatures that meet the corruptor’s gaze must succeed on a DC 13 Fortitude save or take 1d6 points of damage and a –1 penalty on attack rolls, skill checks, and saving throws for 1 minute. The save DC is Charisma-based.

Unluck (Su) Roll twice for attacks and damage against a corruptor of fate; the attacker must use the lower result. This is a mind-affecting necromantic effect.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Demon, Artaaglith (CE, Ghostwalk)

Pseudonatural Demon, Artaaglith Medium-Size Outsider (Extraplanar, Chaotic, Evil)

Hit Dice: 5d8+10 (32 hp)

Initiative: +1 (Dex)

Speed: 30 ft.

Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17

Base Attack/Grapple: +5/+7

Attacks: Battleaxe +8 melee

Damage: Battleaxe 1d8+3

Face/Reach: 5 ft. by 5 ft./5 ft.

Special Attacks: Spell-like abilities, spells

Special Qualities: Damage reduction 10/magic, SR 15, immune to poison and electricity, have cold, fire, and acid resistance 20, tanar’ri qualities, rebuke undead 4/day (1d20 +3)

Saves: Fort +6, Ref +5, Will +6

Abilities: Str 14, Dex 13, Con 15, Int 13, Wis 14, Cha 13

Skills: Concentration +10,Heal +10, Jump +10, Knowledge (arcana) +9, Knowledge (religion) +9, Knowledge (the planes) +9, Listen +10, Spellcraft +11, Spot +10

Feats: Power Attack, Weapon Focus (battleaxe)

Spell-Like Abilities: 1/day—animate dead, cause fear (DC 12), death knell (DC 14), desecrate, stinking cloud. These abilities are as the spells cast by a 5th-level cleric. DC's ar CHA based.

Spells: Artaagliths cast spells as 5th-level clerics and have access to the Evil and Death domains. Typical Cleric Spells Prepared (5/5/4/2; save DC 12 + spell level):

1 -  0—detect magic (2), read magic (2), resistance;1st—cure light wounds, divine favor, entropic shield, inflict light wounds, protection from good*; 2nd—black lungs, bull’s strength, desecrate*, spiritual weapon; 3rd—death lock, magic circle against good*. *Domain spell.

2 -  0—detect magic (2), read magic (2), resistance;1st— cure light wounds (2), divine favor, lessor vigor, iprotection from good*; 2nd—Divine Insight, bull’s strength, desecrate*, spiritual weapon; 3rd— lesser restoration, magic circle against good*. *Domain spell.

3 -  0—detect magic (2), read magic (2), resistance;1st—cure light wounds, Magic Weapon, entropic shield, inflict light wounds, protection from good*; 2nd— desecrate*, Ghost Touch Armor (3); 3rd—Ghost Touch Weapon, magic circle against good*. *Domain spell.

4 -  0—detect magic (2), read magic (2), resistance;1st— cure light wounds, divine favor, entropic shield, inflict light wounds, protection from good*; 2nd— Darkway, bull’s strength, desecrate*, Make Whole; 3rd— Stone Shape, magic circle against good*. *Domain spell.

Tanar’ri Qualities: Like all demons, artaagliths are immune to poison and electricity, have cold, fire, and acid resistance 20, and can communicate telepathically with any creature within 100 feet that has a language (except dretches).

Rebuke Undead (Su): Artaagliths rebuke undead as 5th-level clerics.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish elasmosaurus (CE)

Pseudonatural Fiendish Elasmosaurus Huge Outsider [Magical Beast] (Evil); CR 9; HD 10d8+66; hp 111;
Init +2; Spd 20 ft., swim 50 ft.; Space/Reach 15 ft./10 ft.; AC 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11; Base Atk +7; Grp +23; Atk Bite +13 melee (2d8+12); Full Atk Bite +13 melee (2d8+12); SA smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 (acid, cold, elec, fire), Dr 5 / magic, SR 20; AL CE; SV Fort +15, Ref +9, Will +4; Str 26, Dex 14, Con 22, Int 3, Wis 13, Cha 9
Skills: Hide -4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)
Skills (Ex): *An elasmosaurus has a +8 racial bonus on Hide checks in water.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +10 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Fiendish monstrous spider, Huge (CE) or Fiendish monstrous diving spider, Huge (CE, Stormwrack)

Fiendish Monstrous Spider, Huge Huge Magical Beast (); CR 7; HD 8d8+16; hp 52;
Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.; AC 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13; Base Atk +6; Grp +18; Atk Bite +9 melee (2d6+6 plus poison); Full Atk Bite +9 melee (2d6+6 plus poison); SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 13; AL CE; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +12, Hide -1*, Jump +4*, Spot +4*
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 16, 1d8 Str initial and secondary.
Skills (Ex): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 16; Break DC 20; HP 14
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe.


Fiendish snake, giant constrictor (CE)

Fiendish Constrictor Snake, Giant Huge Magical Beast (); CR 7; HD 11d8+14; hp 63;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12; Base Atk +8; Grp +23; Atk Bite +13 melee (1d8+10); Full Atk Bite +13 melee (1d8+10); SA Constrict 1d8+10, improved grab, smite good; SQ Scent, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 16; AL CE; SV Fort +8, Ref +10, Will +4; Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide), Toughness
Constrict (Ex): On a successful grapple check, a constrictor snake deals the indicated damage.
Improved Grab (Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +11 extra damage against a good foe


Windscythe (CE, MMIV)


Summon Monster VII

Pseudonatural Deva, Movanic (G, Fiend Folio)

Psuedonatural Movanic Deva Medium Outsider (Extraplanar, Good); CR 9; HD 6d8+12; hp 39;
Init +8; Spd 40 ft., fly 90 ft. (good); Face/Reach: 5 ft / 5 ft;

AC 22 (+4 Dex, +8 natural), touch 14, flat-footed 18;
Base Atk +6; Grp +9;
Atk +1 Flaming Greatsword +11 melee (2d6+5 +1d6 fire); Full Atk +1 Flaming Greatsword +11/+6 melee (2d6+5 +1d6 fire);

SA Spell-like abilities; SQ DR 10/evil , DR 5/magic, darkvision 60 ft., ER 20 (fire), ER 10 (Acid, Elec), Divine Equilibrium, Heavenly Deflection, Immune (Acid, Cold, Elec, Petrification), Outsider Traits, Protective Aura, Soothing Presence of Nature, SR 19; AL Any G;

SV: Fort +7, Ref +9, Will +10; Str 17, Dex 18, Con 15, Int 17, Wis 16, Cha 18

Skills: Balance +13, Concentration +11, Diplomacy +15, Intimidate +13, Knowledge (any three) +12, Listen +12, Sense Motive +12, Spellcraft +12, Spot +12

Feats: Improved Initiative, Iron Will, Weapon Focus (greatsword)
Spell-Like Abilities (Sp): At will—aid, consecrate, continual flame, create food and water, death ward, detect evil, discern lies, prayer, protection from arrows; 3/day—atonement, bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, hallow, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day—commune, raise dead. Caster level 9th; save DC 14 +spell level.

Celestial Traits: A celestial can speak with any creature that has a language as though using a tongues spell (caster level 14th, always active). It is immune to petrification attacks, and it has low-light vision, darkvision (60 feet), and a +4 racial bonus on Fortitude saves against poison. As an outsider, it cannot be raised or resurrected (though a wish or miracle spell can restore life).

Protective Aura (Su): As a free action, a deva can surround itself with a nimbus of light that has a radius of 20 feet. This aura acts as a double-strength magic circle against evil ( +4 Deflection to AC and +4 Restance to saves, blocks mind control) and as a lesser globe of invulnerability (supresses spell effects 3rd level and lower), both as cast by a sorcerer whose level is equal to the deva’s Hit Dice. The aura can be dispelled, but the deva can create it again as a free action on its next turn.

Divine Equilibrium (Ex): Movanic devas are immune to the effects of negative-dominant or positive dominant planar energy traits (see Chapter 1 in Manual of the Planes).

Heavenly Deflection (Su): Once per round as a free action, a movanic deva can deflect ranged attacks and certain spells by batting them away with its +1 flaming greatsword. When a ranged attack, ray, or single-target spell would ordinarily hit or affect the deva, the deva can make a Reflex saving throw against a base DC of 20. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If the attack is from a spell, the spell level is added to the base DC. If the deva succeeds, it deflects the attack. Deflected spells are negated as if counterspelled. The deva must be aware of an attack in order to have a chance to deflect it.

Change Shape (Su): A movanic deva can assume the form of any Small or Medium humanoid.

Soothing Presence of Nature (Ex):Movanic devas have a calm spirit that is pleasing to inhabitants of the natural world. Unless magically compelled to do so, no plant or animal will attack a movanic deva.

True Strike (Su): 1/day can cast True Strike on itself.

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Archon, Justice (LG, MMIV)

Pseudonatural Justice Archon Medium outsider (archon, extraplanar, good, lawful); CR 6;

Init +1; Senses darkvision 60 ft., low-light vision; Listen +10, Spot +10

Aura magic circle against evil (10 ft.), menace (20 ft., DC 17)

Languages Celestial, Draconic, Infernal, tongues

AC 19, touch 11, flat-footed 18 (+1 Dex, +8 armor)

hp 63 (6 HD); DR 10/evil and 5/magic

Immune electricity and petrification

Resist acid 5, elec 5

SR 16

Fort +10 (+14 against poison), Ref +8, Will +8

Speed 20 ft. (4 squares) in full plate, base speed 30 ft.; fly 40 ft. (good) in full plate, base fly speed 60 ft.

Melee +1 greatsword +10/+5 (2d6+5/19–20)

Space 5 ft.; Reach 5 ft.

Base Atk +6; Grp +9

SA aligned strike (good, lawful), justice strike, teleport (self plus 50 lb. Of objects only)

Spell-Like Abilities (CL 6th): At will—aid, continual flame, detect evil

Abilities Str 16, Dex 12, Con 21, Int 10, Wis 13, Cha 14

SQ archon traits; AL Always LG

Feats Iron Will, Improved Toughness (Complete Warrior 101), Lightning Reflexes

Skills Concentration +14, Diplomacy +13, Intimidate +11, Knowledge (the planes) +9, Listen +10, Move Silently +4, Sense Motive +10, Spot +10, Survival +1 (+3 on other planes)

Advancement by character class; Favored Class paladin; see text

Possessions full plate armor, +1 greatsword

Tongues (Su) As the tongues spell; continuous; caster level 14th.

Magic Circle against Evil (Su) As the magic circle against evil spell; continuous; caster level 14th.

Aura of Menace (Su) –2 penalty on attack rolls, AC, and saves for 24 hours; Will save negates.

Justice Strike (Su) A justice archon that hits with a melee attack can choose to use this special ability instead of dealing normal weapon damage. Justice strike deals the damage of the struck opponent’s primary melee attack. This damage includes effects that apply automatically on a hit, such as energy damage or poison, but not those

from optional effects or feats, such as Power Attack.

Teleport (Su) As the teleport spell; at will; caster level 14th.

True Strike (Su): 1/day can cast True Strike on itself.

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.
Pseudonatural Celestial elephant (LG)

Pseudonatural Celestial Elephant Huge Outsider [Magical Beast] (Good); CR 9; HD 11d8+55; hp 104;
Init +0; Spd 40 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +7 natural), touch 8, flat-footed 15;

Base Atk +8; Grp +26; Atk Gore +16 melee (2d8+15); Full Atk Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15);

SA Trample 2d8+15, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 (acid , cold, elec), DR 5 / magic, SR 21; AL LG;

SV Fort +12, Ref +7, Will +6; Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Trample (Ex): Reflex half DC 25. The save DC is Strength-based
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +11 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Guardinal, Avoral (NG)

Psuedonatural Avoral Medium Outsider (Extraplanar, Good); CR 9; HD 7d8+35; hp 66;
Init +6; Spd 40 ft., fly 90 ft. (good); AC 24 (+6 Dex, +8 natural), touch 16, flat-footed 18;
Base Atk +7; Grp +9;
Atk Claw +13 melee (2d6+2) or wing +13 melee (2d8+2); Full Atk 2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2);

SA Spell-like abilities, fear aura; SQ DR 10 / evil or silver, DR 5 / magic, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, ER 5 (Acid, Elec), ER 10 (cold , sonic), speak with animals, spell resistance 25, true seeing; AL NG;

SV Fort +10 (+14 against poison), Ref +11, Will +8; Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Skills: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
Feats: Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse
Skills (Ex): An avoral's sharp eyes give it a +8 racial bonus on Spot checks.
Spell-Like Abilities (Sp): At will-aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day-lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial baleen whale (NG)

Celestial Baleen Whale Gargantuan Outsider [Magical Beast] (Good); CR 8; HD 12d8+78; hp 132;
Init +1; Spd Swim 40 ft.; Space/Reach 20 ft./15 ft.; 

AC 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15;
Base Atk +9; Grp +33;
Atk Tail slap +17 melee (1d8+18); Full Atk Tail slap +17 melee (1d8+18);
SA smite evil, true strike; SQ Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, ER 15 (acid, elec) ER 10 (cold 10), DR 10/magic, SR 22; AL NG;

SV Fort +14, Ref +9, Will +5; Str 35, Dex 13, Con 22, Int 3, Wis 12, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Toughness (2)
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills (Ex): A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +12 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Leskylor, three-headed (NG, BoED)
Asura (CG, BoED)

Pseudonatural Genie, Djinni (CG)

Pseudonatural Djinni Large Outsider (Air, Extraplanar); CR 5; HD 7d8+14; hp 45;
Init +8; Spd 20 ft., fly 60 ft. (perfect); Space/Reach 10 ft./10 ft.; AC 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12; Base Atk +7; Grp +15; Atk Slam +10 melee (1d8+4); Full Atk 2 slams +10 melee (1d8+4);
SA Air mastery, spell-like abilities, whirlwind; SQ Darkvision 60 ft., immunity to acid, ER 5 (Acid, Elec), DR 5 / Magic, SR 17, plane shift, telepathy 100 ft.; AL Always chaotic good; SV Fort +7, Ref +9, Will +7; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a djinni
Spell-Like Abilities (Ex): At will-invisibility (self only); 1/day- create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based
Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. A djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature's space. Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it
 Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Formian, Armadon (LN, Fiend Folio)

Pseudonatural Armadon Large Outsider (Extraplanar, Lawful)

Hit Dice: 8d8+32 (68 hp)

Initiative: +5

Speed: 40 ft.

AC: 25 (–1 size, +1 Dex, +15 natural), touch 10, flatfooted 24

Base Attack/Grapple: +8/+18

Attack: Bite +13 melee

Full Attack: Bite +13 melee and 2 claws +11 melee and sting +11 melee

Damage: Bite 2d6+6/17–20/×3, claw 1d8+3, sting 2d4+3

Face/Reach: 10 ft./5 ft.

Special Attacks: Acid spray, augmented critical, hive mind, poison

Special Qualities: Acid immunity, Immune (Cold, Petrification, Poison), outsider traits, ER 20 (Fire, Elec, Sonic), DR 5/Magic, SR 20

Saves: Fort +10, Ref +7, Will +7

Abilities: Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 11

Skills: Balance +12, Climb +17, Hide +8, Jump +17, Listen +12, Move Silently +12, Spot +12, Survival +12

Feats: Improved Critical (bite), Improved Initiative, Multiattack

Alignment: Always lawful neutral

Acid Spray (Ex): An armadon can spray a 20-foot burst of acid from glands in its tail, dealing 3d8 points of acid damage to everything in the area. Once an armadon uses this ability, it can’t use it again for 1d4 rounds. A successful Reflex save (DC 17) halves the damage.

Augmented Critical (Ex): An armadon’s bite attack threatens a critical hit on a natural attack roll of 17–20 because of the creature’s augmented critical ability and its Improved Critical feat. On a successful critical hit with a bite, an armadon deals triple damage.

Poison (Ex): An armadon delivers its poison (Fort DC 18 negates) with each successful sting attack. Initial and secondary damage are the same (1d6 Str).

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Elemental, Huge (N)

Pseudonatural Air Elemental, Huge Huge Outsider [Elemental] (Air, Extraplanar); CR 7; HD 16d8+64; hp 136;
Init +13; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.; AC 21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12;

Base Atk +12; Grp +24; Atk Slam +19 melee (2d8+4); Full Atk 2 slams +19 melee (2d8+4);
SA Air mastery, whirlwind; SQ DR 5/-, DR 10 / Magic, darkvision 60 ft., elemental traits, ER 15 (Acid, Elec), SR 25; AL N;

SV Fort +9, Ref +19, Will +5; Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Air Mastery (Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 32 ft.; Weight 8 lb.; Whirlwind Save DC 22; Damage 2d8; Whirlwind Height 10-50 ft.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Earth Elemental, Huge Huge Outsider [Elemental] (Earth, Extraplanar); CR 7; HD 16d8+80; hp 152; Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.; AC 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +29;
Atk Slam +19 melee (2d10+9); Full Atk 2 slams +19 melee (2d10+9);
SA Earth mastery, push; SQ DR 5/-, DR 10 / Magic, ER 15 (Acid, Elec),  earth glide, darkvision 60 ft., elemental traits, SR 25; AL N;

SV Fort +15, Ref +4, Will +7; Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fort save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fire Elemental, Huge Huge Elemental (Fire, Extraplanar); CR 7; HD 16d8+64; hp 136;
Init +11; Spd 60 ft.; Space/Reach 15 ft./15 ft.;AC 19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12;

Base Atk +12; Grp +24;  Atk Slam +17 melee (2d8+4 plus 2d8 fire); Full Atk 2 slams +17 melee (2d8+4 plus 2d8 fire);
SA Burn; SQ DR 5/-, DR 10 / magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, ER 15 (Acid, Elec), SR 25; AL Usually neutral;

SV Fort +9, Ref +17, Will +7; Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Burn (Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 22 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Water Elemental, Huge Huge Elemental (Water, Extraplanar); CR 7; HD 16d8+80; hp 152;
Init +4; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.; AC 21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17; Base Atk +12; Grp +27; Atk Slam +17 melee (2d10+7); Full Atk 2 slams +17 melee (2d10+7);
SA Water mastery, drench, vortex; SQ DR 5/-, DR 10 / magic, darkvision 60 ft., elemental traits, ER 15 (Acid, Elec), SR 25; AL N; SV Fort +15, Ref +9, Will +7; Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 25; Damage 2d8; Height 10-50 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Invisible stalker (N)

Pseudonatural Invisible Stalker Large Outsider [Elemental] (Air, Extraplanar); CR 7; HD 8d8+16; hp 52;
Init +8; Spd 30 ft., fly 30 ft. (perfect); Space/Reach 10 ft./10 ft.; AC 17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13; Base Atk +6; Grp +14; Atk Slam +10 melee (2d6+4); Full Atk 2 slams +10 melee (2d6+4);
SQ Darkvision 60 ft., elemental traits, natural invisibility, improved tracking, DR 5 / Magic, ER 10 (acid, elec), SR 18; AL N; SV Fort +4, Ref +10, Will +4; Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage


Rilmani, Ferumach (N, Fiend Folio)
Storm Elemental, Large (N, MMIII)

Slaad, Red (CN)

Red Slaad Large Outsider (Chaotic, Extraplaner); HD 7d8+21; HP 52;

 Init +2; Speed 30 ft.; AC 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17; Base Attack/Grapple +7/+16; Attack Bite +11 melee (2d8+5); Full Attack Bite +11 melee (2d8+5) and 2 claws +9 melee (1d4+2 plus implant); Space/Reach 10 ft./10 ft.; SA Pounce, Implant, stunning croak; SQ Darkvision 60 ft., fast healing 5, immunity to sonic, resistance to Acid Cold Electricity Fire 5; AL CN; Saves Fort +8, Ref +7, Will +3; Str 21, Dex 15, Con 17, Int 6, Wis 6, Cha 8;

Skills Climb +15, Hide +8, Jump +15, Listen +8, Move Silently +12, Spot +8;

Feats Dodge, Mobility, Multiattack

Pounce: If a red salad charges, it can make a full attack in the same round.

Implant: A re slaad that hits with a claw attack can inject an egg into the opponent’s body. The affected creature must succeed on a DC 16 Fortitude save to avoid implantation. The save DC is Constitution-based.  Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 to all ability scores, to a minimum of 1). A Remove Disease spell rids the victim of the pellet, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.

If the victim is an arcane spellcaster, the egg pellet instead hatches into a green slaad.

Stunning Croak: Once per day a red salad can emit a loud croak. Every creature (except slaadi) within 20 feet must succeed on a DC 16 Fortitude save or be stunned for 1d3 rounds. The save DC is Constitution-based.


Devil, Bone (LE) or Abishai, blue (LE, FCII, LE caster)

Bone Devil (osyluth) Large Outsider (Evil, Extraplanar, Lawful); CR 9; HD 10d8+50; hp 95;
Init +9; Spd 40 ft.; Space/Reach 10 ft./10 ft.; 
AC
 25 (-1 size, +5 Dex, +11 natural) touch 14, flat-footed 20; Base Atk +10; Grp +19;
Atk Bite +14 melee (1d8+5); Full Atk Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison);
SA Spell-like abilities, fear aura, poison, summon devil; SQ Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.; AL Always lawful evil; SV Fort +12, Ref +12, Will +11;
Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Skills: Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
Feats: Alertness, Improved Initiative, Iron Will, Multiattack
Spell-Like Abilities (Sp): At will-greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.
Fear (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Summon Devil (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


Pseudonatural Fiendish Megaraptor (LE) [or Steel devil (LE, FCII, LE caster)]

Pseudonatural Fiendish Megaraptor Huge Outisder [Magical Beast] (Evil); CR 8; HD 8d8+43; hp 79;
Init +2; Spd 60 ft.; Space/Reach 15 ft./10 ft.; 
AC
 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;
Base Atk +6; Grp +19;
Atk Talons +9 melee (2d8+5); Full Atk Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2);
SA Pounce, smite good; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 ( acid, cold, elec, fire), Dr 5/magic, SR 18; AL LE; SV Fort +10, Ref +8, Will +4;
Str 21, Dex 15, Con 21, Int 3, Wis 15, Cha 10
Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Pounce (Ex): If a megaraptor charges, it can make a full attack.
Skills (Ex): A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Fiendish monstrous scorpion, Huge (NE) [or Souleater (NE, Magic of Incarnum, evil caster) or Pack fiend (NE, Planar Handbook) or Fiendish monstrous crab, Huge (NE, Stormwrack)]

Fiendish Monstrous Scorpion, Huge Huge Magical Beast (); CR 9; HD 10d8+30; hp 75;
Init +0; Spd 50 ft.; Space/Reach 15 ft./10 ft.; AC 20 (-2 size, +12 natural), touch 8, flat-footed 20;
Base Atk +7; Grp +21;
Atk Claw +11 melee (1d8+6);
Full Atk 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison);
SA Constrict 1d8+6, improved grab, poison, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 15;
AL Always NE; SV Fort +10, Ref +3, Will +3;
Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
Skills: Climb +10, Hide -4, Spot +4
Constrict(Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab(Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison(Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. The save DCs are Constitution- based. Fort 18, 1d8 Con initial and secondary
Skills(): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +10 extra damage against a good foe


Yugoloth, Piscoloth (NE, Fiend Folio)


Demon, Babau (CE) [or Demon, arrow (CE, MMIII, evil caster)]

Babau Medium Outsider (Chaotic, Extraplanar, Evil); CR 6; HD 7d8+35; hp 66;
Init +1; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 19 (+1 Dex, +8 natural), touch 11, flat-footed 18;
Base Atk +7; Grp +12;
Atk Claw +12 melee (1d6+5);
Full Atk 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2);
SA Sneak attack +2d6, spell-like abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +10, Ref +6, Will +6;
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: Cleave, Multiattack, Power Attack
Skills (Ex): Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
Spell-Like Abilities (Sp): At will-darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Protective Slime (Su): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Summon (Sp): once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.


Demon, Solamith (CE, MMV, evil caster)

Fiendish Giant Octopus (CE)

Fiendish Octopus, Giant Large Magical Beast (Aquatic); CR 10; HD 8d8+11; hp 47;
Init +2; Spd 20 ft., swim 30 ft.; Space/Reach 10 ft./10 ft. (20 ft. with tentacle); AC 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16;
Base Atk +6; Grp +15;
Atk Tentacle +10 melee (1d4+5); Full Atk 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2);
SA Improved grab, constrict, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 13; AL CE; SV Fort +7, Ref +8, Will +3; Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats: Alertness, Skill Focus (Hide), Toughness
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check
Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured
Jet (Ex): A giant 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, but does not provoke attacks of opportunity while jetting
Skills (Ex): A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe


Fiendish girallon (CE)



Summon Monster VIII

Pseudonatural Celestial Dire Bear (LG)

Pseudonatural Celestial Dire Bear Large Outsider [Magical Beast] (Good); CR 9; HD 12d8+51; hp 105;
Init +1; Spd 40 ft.; Space/Reach 10 ft./5 ft.; 
AC
 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23;
Atk Claw +19 melee (2d4+10); Full Atk 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5);
SA Improved grab, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 15 and cold 10 and electricity 15, Dr 10/magic, SR 22; AL LG; SV Fort +12, Ref +9, Will +9;
Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +12 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Hammer archon (LG, Races of Stone, dwarf, gnome, or goliath caster)


Pseudonatural Celestial cachalot whale (NG) [or Elsewhale (NG, Planar Handbook)]

Pseudonatural Celestial Cachalot Whale Gargantuan Outsider [Magical Beast] (Extraplanar Good); CR 9; HD 12d8+87; hp 141;
Init +1; Spd Swim 40 ft.; Space/Reach 20 ft./15 ft.; 
AC
 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15; Base Atk +9; Grp +33;
Atk Bite +17 melee (4d6+12); Full Atk Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6);
SA smite evil; SQ Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 15 and cold 10 and electricity 15, Dr 10/magic, SR 22; AL NG; SV Fort +15, Ref +9, Will +6;
Str 35, Dex 13, Con 24, Int 3, Wis 14, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness
Blindsight (Ex): Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human's
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills (Ex): A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +12 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Celestial triceratops (NG) [or Celestial archelon (NG, Stormwrack) or Gaspar (N, Planar Handbook)]

Pseudonatural Celestial Triceratops Huge Magical Beast (); CR 11; HD 16d8+124; hp 196;
Init -1; Spd 30 ft.; Space/Reach 15 ft./10 ft.; 
AC
 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +30;
Atk Gore +20 melee (2d8+15); Full Atk Gore +20 melee (2d8+15);
SA Powerful charge, trample 2d12+15, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 15 and cold 10 and electricity 15, Dr 10/magic, SR 25; AL NG; SV Fort +19, Ref +9, Will +6; Str 30, Dex 9, Con 25, Int 3, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness (4)
Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage
Trample (Ex): Reflex half DC 28. The save DC is Strength-based
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +16 extra damage against an evil foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Hollyphant (NG, BoED)
Guardinal, Lupinal (NG, MMII)

Pseudonatural Lillend (CG)

Pseudonatural Lillend Large Outsider (Chaotic, Extraplanar, Good); CR 7; HD 7d8+14; hp 45;
Init +3; Spd 20 ft., fly 70 ft. (average); Space/Reach 10 ft./10 ft.; 
AC
 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14;
Base Atk +7; Grp +16;
Atk Short sword +11 melee (1d8+5/19-20);
Full Atk Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2);
SA Constrict 2d6+5, improved grab, spells, spell-like abilities; SQ Darkvision 60 ft., immunity to poison, resistance to fire 10, acid 5, electricity 5, SR 17; AL Always chaotic good; SV Fort +7, Ref +10, Will +8;
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
Feats: Combat Casting, Extend Spell, Lightning Reflexes
Skills (Ex): Lillends have a +4 racial bonus on Survival checks.
Spell-Like Abilities (Sp): 3/day-darkness, hallucinatory terrain (DC 18), knock, light; 1/day-charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based. A lillend also has the bardic music ability as a 6th-level bard.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spells (Ex): A lillend casts arcane spells as a 6th-level bard. Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 1 - 0- dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st- charm person, cure light wounds, identify, sleep; 2nd-hold person, invisibility, sound burst.

2 - 0- dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st- charm person, cure light wounds, inspirational boost, detect secret doors; 2nd- glitterdust, cure moderate wounds, circle dance.

3 - 0- dancing lights, prestidigitiation, detect magic, lullaby, mage hand, read magic; 1st- charm person, cure light wounds, ironthunder horn, critical strike; 2nd-know vulnerabilities, Swift Fly, tactical precision.

4 - 0- dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st- grease, cure light wounds, erase, joyful noise; 2nd- grace, harmonic chorus, war cry.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Archon, Warden (CG, BoED)


Pseudonatural Elemental, greater (N) [or Caller from the deeps (NE, Stormwrack)]

Pseudonatural Air Elemental, Greater Huge Outsider (Elemental, Air, Extraplanar); CR 9; HD 21d8+84; hp 178;
Init +14; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.; 
AC
 26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16;
Base Atk +15; Grp +28;
Atk Slam +23 melee (2d8+5); Full Atk 2 slams +23 melee (2d8+5);
SA Air mastery, whirlwind; SQ Damage reduction 10/- magic, ER 15 (acid, elec), darkvision 60 ft., elemental traits, SR 25; AL N; SV Fort +11, Ref +22, Will +9; Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse
Air Mastery(Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind(Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 36 ft.; Weight 10 lb.; Whirlwind Save DC 25; Damage 2d8; Whirlwind Height 10-60 ft.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Earth Elemental, Greater Huge Outsider [Elemental] (Earth, Extraplanar); CR 9; HD 21d8+105; hp 199;
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.; 
AC
 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20;
Base Atk +15; Grp +33;
Atk Slam +23 melee (2d10+10); Full Atk 2 slams +23 melee (2d10+10) 2;
SA Earth mastery, push; SQ Damage reduction 10/- magic, earth glide, darkvision 60 ft., elemental traits, ER 15 (acid, elec), SR 25; AL N; SV Fort +17, Ref +6, Will +9;
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fire Elemental, Greater Huge Outsider [Elemental] (Fire, Extraplanar); CR 9; HD 21d8+84; hp 178;
Init +12; Spd 60 ft.; Space/Reach 15 ft./15 ft.; 
AC
 24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16; Base Atk +15; Grp +28;
Atk Slam +22 melee (2d8+5 plus 2d8 fire); Full Atk 2 slams +22 melee (2d8+5 plus 2d8 fire);
SA Burn; SQ Damage reduction 10/- magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, ER 15 (Acid, Elec), SR 25 ; AL N; SV Fort +11, Ref +20, Will +9;
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Burn(Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 24 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Water Elemental, Greater Huge Elemental (Water, Extraplanar); CR 9; HD 21d8+105; hp 199;
Init +5; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.; 
AC
 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17;
Base Atk +15; Grp +31;
Atk Slam +21 melee (2d10+8); Full Atk 2 slams +21 melee (2d10+8);
SA Water mastery, drench, vortex; SQ Damage reduction 10/- magic, darkvision 60 ft., elemental traits, ER 15 (acid, elec), SR 25; AL N; SV Fort +17, Ref +14, Will +9; Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 28; Damage 2d8; Height 10-60 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Storm Elemental, Huge (N, MMIII)

Pseudonatural Storm Elemental, Huge Outsider (Elemental,  Air, Extraplanar); Hit Dice: 16d8+96 (168 hp)
Initiative: +3; Speed: 50 ft. (10 squares), fly 100 ft. (perfect)

Armor Class: 17 (–2 size, –1 Dex, +10 natural), touch 7, flatfooted 17

Base Attack /Grapple: +12/+30; Attack: Slam +20 melee (2d6+10 plus 2d6 electricity); Full Attack: 2 slams +20 melee (2d6+10 plus 2d6 electricity)

Space/Reach: 15 ft./15 ft..

Special Attacks: Shock, thunder and lightning; Special Qualities: Air mastery, damage reduction 5/–, DR 10/magic, darkvision 60 ft., electrical and sonic healing, elemental traits, ER 15 (Acid, Elec), SR 25

Saves: Fort +11, Ref +11, Will +5; Str 30, Dex 9, Con 22, Int 6, Wis 11, Cha 11

Skills: Listen +11, Spot +12

        Feats: Alertness, Blind-Fight, Cleave, Improved Initiative, Lightning Refl exes, Power Attack

Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a storm elemental.

Shock (Su): Once per round as a free action, a storm elemental can deliver an electrical shock to a single opponent within 10 feet. This attack deals nonlethal electricity damage to living opponents (Fortitude half). The save DC is Constitution-based. Fort DC 24, 8d4 damage.

Thunder and Lightning (Su): Once per minute as a fullround action, a storm elemental can emit a blast of thunder coupled with a bolt of lightning. The thunder deals sonic damage (see chart) to all creatures within 60 feet of the storm elemental. A Fortitude save halves this damage. The lightning is a 120-foot-long line that deals electricity damage (see table). A Reflex save halves this damage. The save DCs are Constitution-based. Ref DC 24, sonic 8d6 electricity 16d6

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Slaad, blue (CN) [or Limbo Stalker (CN, Planar Handbook) or Yugoloth, Echinoloth (NE, Stormwrack)]

Pseudonatural Blue Slaad Large Outsider (Chaotic, Extraplaner);

HD 8d8+32; HP 68;

Init +2; Speed 30 ft.; AC 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18;

Base Attack/Grapple +8/+18; Attack Claw +13 melee (2d6+6); Full Attack 2 claws +13 melee (2d6+6) and bite +11 melee (2d8+3 plus disease); Space/Reach 10 ft./10 ft.;

SA Spell-Like Abilites, Slaad Fever; SQ Darkvision 60 ft., Fast Healing 5, Immunity to Sonic, ER 10 (Acid. Elec), ER 5 (Cold Fire), SR 18; Saves Fort +10, Ref +8, Will +4; Abilites Str 23, Dex 15, Con 19, Int 6, Wis 6, Cha 10;

Skills: Climb +17, Hide +9, Jump +17, Listen +9, Move Silently +13, Spot +9; Feats Dodge, Mobility, Multiattack; AL CN.

Spell-Like Abilities (Sp): At will – Hold Person (DC 13), Passwall, Telekinesis (DC 15); 1/day Chaos
Hammer (DC 14). Caster level 8
th. The save DCs are Charisma-based.

Slaad Fever: Supernatural disease – bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Dex and 1d3 Cha. The save DC is Constitution-based.  An afflicted humanoid reduced to Charisma 0 by slaad fever immediately transforms into a red slaad. It retains none of the features, traits, memories, or abilities of its former self, and is a normal red slaad in all respects. If the infected being is an arcane spellcaster, then disease instead produces a green slaad.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Limbo Stalker Large Outsider [Magical Beast] (Chaotic, Extraplanar)

Hit Dice: 8d10+48 (84 hp)

Initiative: +2

Speed: 40 ft. (8 squares)

Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flatfooted 21

Base Attack/Grapple: +8/+19 Attack: Claw +15 melee (1d10+7)

Full Attack: 2 claws +15 melee (1d10+7) and bite +12 melee (2d8+3)

Space/Reach: 10 ft./10 ft.

Special Attacks: —

Special Qualities: Darkvision 90 ft., fast healing 5, immunity to electricity and fire, resistance to acid 5 and cold 5, DR 5/magic, limited invisibility, low-light vision, scent, SR 18

SV Fort +12, Ref +8, Will +3; Str 24, Dex 14, Con 22, Int 3, Wis 12, Cha 10

Skills: Listen +3, Spot +3.

Feats: Multiattack, Track, Weapon Focus (claws)

Alligned Strikes (Ex): A Limbo stalker’s claw and bite attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.

Limited Invisibility (Ex): Just as other predators use their environments as camoufl age, a Limbo stalker is able to exert its will over its immediate surroundings in Limbo to conceal its own presence. By making a DC 16 Wisdom check as a free action, a Limbo stalker can wrap itself in an area of controlled Limbo so that it seems to vanish. If this check fails, a Limbo stalker can attempt the check once per

round as a free action. Once a Limbo stalker establishes control, it need not check again. This effect ends the moment the Limbo stalker moves or attacks. It likewise ends if another sentient creature exerts control over the same area of Limbo and uncovers the Limbo stalker.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Yugoloth, Echinoloth Large Outsider (Aquatic, Evil, Extraplanar); Hit Dice: 8d8+40 (76 hp)

Initiative: +5; Speed: 30 ft. (6 squares), climb 30 ft.; Space/Reach: 10 ft./10 ft. (5 ft. with bite)

Armor Class: 17 (+1 Dex, +6 natural), touch 11, flatfooted 16

Base Attack/Grapple: +8/+18; Attack: Tentacle +13 melee (1d6+6); Full Attack: 4 tentacles +13 melee (1d6+6) and bite +8 melee (1d8+3)

Special Attacks: Infernal wound, nauseating aura, rend 2d6+9, summon yugoloth

Special Qualities: Amphibious, damage reduction 5/good and magic, immunity to acid and poison, immunity to gaze attacks, illusions, visual effects, and other attack forms that rely on sight, resistance to cold 10, electricity 10, and fi re 10, spell resistance 20, telepathy 100 ft., tremorsense 60 ft.

Saves: Fort +11, Ref +7, Will +5; Str 22, Dex 13, Con 20, Int 6, Wis 8, Cha 11

Skills: Climb +14, Escape Artist +12, Hide +8, Listen +10, Move Silently +12, Search +9, Spot +10, Survival –1 (+1 following tracks), Use Rope +1 (+3 involving bindings)

Feats: Cleave, Improved Initiative, Power Attack

Aligned Strikes: An echinoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.

Infernal Wound (Su): The damage an echinoloth deals as it rends with its terrible hooked tentacles causes persistent wounds. Any creature injured by the echinoloth’s rend attack loses 1 additional hit point each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 19 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by the echinoloth’s tentacles must succeed on a DC 19 caster level check, or the spell has no effect on the injured character. The check DC is Constitution-based.

Nauseating Aura (Su): Target becomes nauseated for 1 round, range 30 feet, Fortitude DC 14 negates. The save DC is Charisma-based.

Rend (Ex): If an echinoloth hits a target with at least two tentacle attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage and subjects the target to its infernal wound ability.

Summon Yugoloth (Sp): Once per day, an echinoloth can attempt to summon one echinoloth with a 40% chance of success. This ability has a range of 30 feet and is the equivalent of a 5th-level spell. An echinoloth that is itself summoned cannot use its own summon ability for 1 hour.

Amphibious (Ex): Although echinoloths are aquatic, they can survive indefinitely on land.

Telepathy (Su): An echinoloth can communicate telepathically with any other creature within 100 feet that has a language.

Tremorsense (Ex): The hooks and tendrils on an echinoloth’s body are highly sensitive to vibration, allowing it to pinpoint the location of anything within 60 feet that is in contact with the ground or surrounding water. Beyond that range, they treat all targets as having total concealment.

Skills: An echinoloth has a +8 racial bonus on Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish giant squid (LE)

Pseudonatural Fiendish Squid, Giant Huge Outsider (Magical Beast, Aquatic, Extraplanar, Evil); CR 11; HD 12d8+18; hp 72;
Init +3; Spd Swim 80 ft.; Space/Reach 15 ft./15 ft. (30 ft. with tentacle); 
AC
 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14;
Base Atk +9; Grp +29;
Atk Tentacle +15 melee (1d6+8);
Full Atk 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4);
SA Constrict 1d6+8, improved grab, smite good, true strike; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, ER 10 (cold, fire), ER 15 (acid, elec), Dr 10/magic, SR 22; AL LE;

SV Fort +9, Ref +11, Will +5; Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2
Skills: Listen +10, Spot +11, Swim +16
Feats: Alertness, Diehard, Endurance, Toughness (2)
Constrict (Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check
Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured
Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting
Skills (Ex): A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +12 extra damage against a good foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Hellcat (LE) [or Orthon (LE, FCII, LE caster)]

Pseudonatural Hellcat (bezekira) Large Outsider (Evil, Extraplanar, Lawful); CR 7; HD 8d8+24; hp 60;
Init +9; Spd 40 ft.; Space/Reach 10 ft./5 ft.; 
AC
 21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16; Base Atk +8; Grp +18;
Atk Claw +13 melee (1d8+6); Full Atk 2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3);
SA Improved grab, pounce, rake 1d8+3, true strike; SQ Damage reduction 5/good, darkvision 60 ft., invisible in light, ER 10 (acid, elec, fire) DR 10/magic, scent, spell resistance 19, telepathy 100 ft.;
AL LE; SV Fort +9, Ref +11, Will +8; Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10
Skills: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17
Feats: Dodge, Improved Initiative, Track
Skills (Ex): Hellcats have a +4 racial bonus on Listen and Move Silently checks.
Improved Grab (Ex): To use this ability, a hellcat must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Rake (Ex): Attack bonus +13 melee, damage 1d8+3.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Malelephant (LE, Fiend Folio)

MAELEPHANT Large Outsider (Evil, Extraplanar, Lawful); CR 10; Hit Dice: 8d8+24 (60 hp)

Initiative: +0' Speed: 30 ft.; Face/Reach: 10 ft./5 ft.

AC: 20 (–1 size, +11 natural), touch 9, flat-footed 20

Base Attack/Grapple: +8/+18; Attack: Claw +13 melee; Full Attack: 2 claws +13 melee and trunk-spike +8 melee Damage: Claw 1d6+6, trunk-spike 2d6+3

Special Attacks: Breath weapon, frenzied charge, improved grab, spell-like abilities Special Qualities: Defensive stance, DR 20/+1, fast healing 2, keen senses, outsider traits, scent, SR 17; AL: Usually lawful evil

Saves: Fort +9, Ref +6, Will +12; Str 22, Dex 11, Con 16, Int 14, Wis 19, Cha 15

Skills: Appraise +12, Balance +10, Concentration +14, Diplomacy +4, Jump +16, Knowledge (any one) +12, Listen +16, Search +12, Sense Motive +14, Spellcraft +12, Spot +16, Survival +4 (+6 following tracks)

Feats: Alertness, Improved Bull Rush, Iron Will

The maelephant is a powerful guardian fiend used to protect and defend the treasuries of fiends and wizards. The creature is humanoid in basic shape, standing 9 feet tall and weighing 800 pounds. A maelephant’s hands appear oversized for its body and are tipped with claws. Its head is similar to a small-eared elephant’s head, having a small mouth filled with tiny teeth, small rheumy red eyes, and a long, coiling trunk tipped with a long, thin spike. Originally created by powerful baatezu lords to serve as guardians, many maelephants escaped their servitude when their lords were deposed. Now each one travels the Lower Planes alone, driven by an overwhelming urge to protect and guard, though it has nothing of its own to protect. If a powerful individual can provide a maelephant with the great amount of living flesh it needs for sustenance, it readily agrees to serve as a guardian for

that individual. Maelephants speak Common and Infernal.

COMBAT

A maelephant fights to the death to protect its territory or its charge, and it never pursues intruders or thieves to a distance out of sight of whatever it is guarding. A maelephant is equally effective at holding the line and preventing passage into an area as it is at forcing intruders to retreat. A maelephant never leaves its post, and it immediately breaks off any attack to protect a new threat to its charge. It usually spends the first few rounds of combat using spelllike abilities to erect a defensive screen around its charge. Maelephants can be summoned using a summon monster VIII spell.

Breath Weapon (Su): Three times per day, a maelephant can breathe out a cloud of noxious vapor 10 feet wide and 30 feet long. Victims within the area of the cloud must make a Fortitude save (DC 17) or suffer complete memory loss. Memory loss suppresses all of a creature’s ranks in its skills and its feats, and it prevents the use of any class abilities (including spellcasting). Currently prepared spells are not lost; they are simply not accessible to be cast. Racial abilities are retained. Additionally, the victim no longer knows who its friends and enemies are, doesn’t remember its past, and can’t even remember its name. The victim can create new memories, but each time it sleeps or rests, any new memories it has created vanish. This condition can be cured by any effect that cures poison (a heal or neutralize poison spell, for example); otherwise, it is permanent.

Frenzied Charge (Ex): Once per minute, a maelephant can make a frenzied charge. During the round in which this occurs, the maelephant’s speed increases to 45 feet and it gains a +2 bonus on all attack rolls. This bonus stacks with any bonuses gained from making a charge attack.

Improved Grab (Ex): If a maelephant hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts tostart a grapple as a free action without provoking an attack of opportunity (grapple bonus +18). If it gets a hold, it automatically hits with its trunk-spike. Thereafter, the maelephant has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the maelephant is not considered

grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage.

Spell-Like Abilities: At willalarm, entangle, gust of wind, light, true seeing, warp wood; 3/day- blade barrier, baleful polymorph. Caster level 8th; save DC 12 + spell level.

Defensive Stance (Ex): Once per encounter, a maelephant can adopt a defensive stance as a free action on its turn. In this defensive stance, the maelephant gains +2 Strength, +4 Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to Armor Class. The following changes are in effect as long as the defensive stance lasts: HD 8d8+40 (76 hp); AC 24, touch 13, flat-footed 20; Base Attack/Grapple +9/+19; Full Attack 2 claws +14 melee and trunk-spike +9 melee; Damage claw 1d6+7, trunk-spike 2d6+4; SV Fort +11, Ref +8, Will +14; Str 24, Con 20; Concentration +16, Jump +17. These benefits persist for a number of rounds equal to 3 + the maelephant’s newly improved Constitution modifier, or until the maelephant moves. While in a defensive stance, a maelephant cannot use skills or abilities that require it to shift its position. A maelephant can end its defensive stance at will. At the end of the defensive stance, the maelephant takes a –2 penalty to Strength for the duration of the current encounter.

Keen Senses (Ex): A maelephant’s sight is four times as good as a human’s. It has low-light vision and darkvision to a range of 240 feet.

Outsider Traits: Maelephants cannot be raised or resurrected (though a wish or miracle spell can restore life).

Fast Healing (Ex): A maelephant regains lost hit points at the rate of 2 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a maelephant to regrow or reattach lost body parts.

Scent (Ex): A maelephant can detect approaching enemies, sniff out hidden foes, and track by sense of smell.


Pseudonatural Fiendish Monstrous Centipede, Colossal (NE) [or Gaspar (N, Planar Handbook)]

Pseudonatural Fiendish Monstrous Centipede, Colossal Colossal Outsider [Magical Beast] (Extraplanar, Evil); CR 11; HD 24d8+24; hp 132;
Init +1; Spd 40 ft., climb 40 ft.; Space/Reach 30 ft./20 ft.; 
AC
 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18; Base Atk +18; Grp +42;
Atk Bite +18 melee (4d6+12 plus poison); Full Atk Bite +18 melee (4d6+12 plus poison);
SA Poison, smite good; SQ Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 10 and fire 10 Acid 15 Electricity 15, Dr 10/magic, SR 25; AL NE;

SV Fort +15, Ref +9, Will +8; Str 27, Dex 13, Con 12, Int 3, Wis 10, Cha 2
Skills: Climb +16, Hide -7, Spot +4
Poison (Ex): A monstrous centipede has a poisonous bite. Fort DC23, 2d6 Dex initial and secondary The save DCs are Constitution-based.
Skills (Ex): Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +24 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Demon, Vrock (CE)

Pseudonatural Vrock Large Outsider (Chaotic, Extraplanar, Evil); CR 9; HD 10d8+70; hp 115;
Init +2; Spd 30 ft., fly 50 ft. (average); Space/Reach 10 ft./10 ft.; 
AC
 22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20;
Base Atk +10; Grp +20;
Atk Claw +15 melee (2d6+6); Full Atk 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3);
SA Dance of ruin, spell-like abilities, spores, stunning screech, summon demon; SQ Damage reduction 10/good and magic, darkvision 60 ft., immunity to electricity and poison, ER 10 ( acid, cold, fire), SR 19, telepathy 100 ft.; AL CE;

SV Fort +14, Ref +9, Will +10; Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Skills (Ex): Vrocks have a +8 racial bonus on Listen and Spot checks.
Spell-Like Abilities (Sp): At will-mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day-heroism. Caster level 12th. The save DCs are Charisma-based.
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

True Strike (Su): 1/day can cast True Strike on itself
Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish dire tiger (CE)

Pseudonatural Fiendish Dire Tiger Large Outsider (Magical Beast, Extraplanar, Evil); CR 10; HD 16d8+48; hp 120;
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.; 
AC
 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15;

Base Atk +12; Grp +24; Atk Claw +20 melee (2d4+8); Full Atk 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4);
SA Improved grab, pounce, rake 2d4+4, smite good, true strike; SQ Low-light vision, scent, Darkvision 60 ft, ER 10 ( cold, fire), ER 15 (acid, elec), DR 10/magic, SR 25; AL CE;

SV Fort +13, Ref +12, Will +11; Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Improved Grab (Ex): To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks
Rake (Ex): Attack bonus +18 melee, damage 2d4+4
Skills (Ex): Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +16 extra damage against a good foe
True Strike (Su): 1/day can cast True Strike on itself
Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fiendish monstrous spider, Gargantuan (CE)

Pseudonatural Fiendish Monstrous Spider, Gargantuan Gargantuan Outsider (Magical Beast, Vermin, Evil); CR 10; HD 16d8+32; hp 104;

Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 20 ft./15 ft.; 
AC
 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16;

Base Atk +12; Grp +31; Atk Bite +15 melee (2d8+10 plus poison); Full Atk Bite +15 melee (2d8+10 plus poison);
SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, ER 10 (cold, fire 10), ER 15 (acid, elec), Dr 10/magic, SR 25; AL CE

SV Fort +12, Ref +8, Will +5; Str 25, Dex 17, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +14, Hide -5*, Jump +7*, Spot +4*
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 20, 2d6 Str initial and secondary.
Skills (Ex): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 20; Break DC 24; HP 16
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +16 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish tyrannosaurus (CE)

Pseudonatural Fiendish Tyrannosaurus Huge Outsider [Magical Beast] (Extraplanar, Evil); CR 10; HD 18d8+99; hp 180;
Init +1; Spd 40 ft.; Space/Reach 15 ft./10 ft.; 
AC
 14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13;

Base Atk +13; Grp +30; Atk Bite +20 melee (3d6+13); Full Atk Bite +20 melee (3d6+13);
SA Improved grab, swallow whole, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 10 and fire 10 acid 15 electricity 15, Dr 10/magic, SR 25; AL CE;

SV Fort +16, Ref +12, Will +8; Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents
Skills (Ex): A tyrannosaurus has a +2 racial bonus on Listen and Spot checks
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +18 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Summon Monster IX


Pseudonatural Deva, Monadic (G, Fiend Folio)

Pseudonatual MONADIC DEVA; Medium-Size Outsider (Extraplanar, Good); CR 12 Hit Dice: 10d8+50 (95 hp)

Initiative: +7; Speed: 40 ft., fly 90 ft. (good); Face/Reach: 5 ft./5 ft.

AC: 25 (+3 Dex, +12 natural), touch 13, flat-footed 22

Base Attack/Grapple: +10/+15; Attack: Mace of smiting +15 melee; Full Attack: Mace of smiting

+15/+10 melee Mace of smiting 1d8+7

Special Attacks: Spell-like abilities

Special Qualities: Celestial traits, DR 10/magic, deliverance from death, elemental ease, immunities, outsider traits, protective aura, SR 22, uncanny dodge, ER 10 ( acid, elec); Alignment: Always good (any)

Saves: Fort +12, Ref +10, Will +10; Abilities: Str 20, Dex 16, Con 20, Int 17, Wis 17, Cha 19

Skills: Balance +16, Concentration +18, Diplomacy +19, Knowledge (any three) +16, Listen +16, Move Silently +16, Sense Motive +16, Spellcraft +16, Spot +16

Feats: Cleave, Great Cleave, Improved Initiative, Power Attack

By far the most stoic of their kind, monadic devas keep an eye on the Ethereal Plane and the Elemental Planes at the request of their heavenly masters. This assignment has granted them heroic patience and a greater appreciation for balance than found among their counterparts. The bulk of neutral good devas come from the ranks of the monadics. Monadic devas have dark brown skin, jet hair, and piercing green eyes.

Combat

While astral and movanic devas appreciate battle, monadic devas adore it and view combat as a welcome break from their tedious watch. They prefer to charm any elemental foes, and they move in to harry enemies with powerful blows from a mace of smiting. Monadic devas can be summoned using a summon monster IX spell.

Spell-Like Abilities: At will—aid, charm monster (elementals only), consecrate, continual flame, create food and water, death ward, detect evil, discern lies, hold monster, mirror image, prayer, protection from arrows; 3/day. atonement, cure serious wounds, daylight, dispel magic, divination, ethereal jaunt, hallow, holy aura, holy smite, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day— commune, dispel evil, raise dead. Caster level 11th ;save DC 14 + spell level.

Deliverance from Death (Ex): Monadic devas are immune to all death spells and magical death effects. They are like-

wise immune to ability damage, ability drain, and energy drain.

Elemental Ease (Ex): Monadic devas are immune to the deleterious effects of elemental traits of air dominant, earth dominant, fire-dominant, and water-dominant planes (see Chapter 1 of Manual of the Planes). They can breathe in any  environment as if wearing a necklace of adaptation.

Change Shape (Su): A monadic deva can assume the form of any Small or Medium humanoid.

Uncanny Dodge (Ex): Devas retain their Dexterity bonus to Armor Class even when flat-footed or struck by an invisible attacker, and they cannot be flanked except by a rogue of at least 14th level.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Archon, Owl (LG, BoED)
Archon, Sword (LG, BoED)

Pseudonatural Couatl (LG)

Pseudonatural Couatl Large Outsider (Native); CR 10; HD 9d8+18; hp 58;
Init +7; Spd 20 ft., fly 60 ft. (good); Space/Reach 10 ft./5 ft.; 
AC
 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18; Base Atk +9; Grp +17;
Atk Bite +12 melee (1d3+6 plus poison); Full Atk Bite +12 melee (1d3+6 plus poison);
SA Constrict 2d8+6, improved grab, poison, psionics, spells; SQ Darkvision 60 ft., ethereal jaunt, telepathy 90 ft, ER 10 (Acid, Elec) DR 10/ Magic, SR 19.; AL Always lawful good;

SV Fort +8, Ref +9, Will +10; Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats: Dodge, Empower Spell, Eschew Materials, Hover, Improved Initiative
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based.
Psionics (Sp): At will-detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based.
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes-no common language is needed.
Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).
Spells (Ex): A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0- cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st- endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd- cure moderate wounds, eagle's splendor, scorching ray, silence; 3rd-gaseous form, magic circle against evil, summon monster III; 4th- charm monster, freedom of movement.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Guardinal, Leonal (NG)

Pseudonatural Leonal Medium Outsider (Extraplanar, Good); CR 12; HD 12d8+60; hp 114;
Init +3; Spd 60 ft.; Space/Reach 5 ft./5 ft.; AC 27 (+3 Dex, +14 natural);

Base Atk +12; Grp +20; Atk Claw +20 melee (1d6+8); Full Atk 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4);
SA Roar, pounce, improved grab, rake 1d6+8, spell-like abilities; SQ Damage reduction 10/magic, evil, and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, lowlight vision, protective aura, ER 10 (cold, sonic), ER 15 (Acid and Elec), speak with animals, spell resistance 28; AL Always neutral good;

SV Fort +13 (+17 against poison), Ref +11, Will +10; Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Skills: Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
Feats: Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
Skills (Ex): Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.
Spell-Like Abilities (Sp): At will- detect thoughts, fireball (DC 15), hold monster (DC 17), wall of force; 3/day-cure critical wounds (DC 16), neutralize poison, remove disease; 1/day- heal (DC 18). Caster level 10th. The save DCs are Charisma-based.
Improved Grab (Ex): To use this ability, a leonal must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.
Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal's HD). (The defensive benefits from the circle are not included in a leonal's statistics block.)
Rake (Ex): Attack bonus +20 melee, damage 1d6+8.
Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Guardinal, Ursinal (NG, BoED)
Moon Dog (NG, BoED)
Quesar (NG, BoED)

Pseudonatural Celestial roc (CG) [or Celestial plesiosaur (NG, Stormwrack)]

Pseudonatural Celestial Roc Gargantuan Outsider [Magical Beast] (Good); CR 11; HD 18d8+126; hp 207;
Init +2; Spd 20 ft., fly 80 ft. (average); Space/Reach 20 ft./15 ft.; 
AC
 17 (-4 size, +2 Dex, +9 natural), touch 8, flatfooted 15; Base Atk +13; Grp +37;
Atk Talon +21 melee (2d6+12); Full Atk 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6);
SA smite evil; SQ Low-light vision, Darkvision 60 ft, ER 10 (cold 10), ER 15 (Acid, Elec), Dr 10/magic, SR 25; AL CG;

SV Fort +18, Ref +13, Will +9; Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11
Skills: Hide -3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Skills (Ex): Rocs have a +4 racial bonus on Spot checks
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal +18 extra damage against an evil foe

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Eladrin, Firre (CG, BoED)


Formian, Observer (LN, Fiend Folio)

OBSERVER Medium-Size Outsider (Extraplanar, Lawful); CR 11 Hit Dice: 9d8+18 (58 hp)

Initiative: +6; Speed: 40 ft.; Face/Reach: 5 ft./5 ft.

AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15

Base Attack/Grapple: +9/+10; Attack: Sting +10 melee; Full Attack: Sting +10 melee Damage: Sting 2d4+1

Special Attacks: Hive mind, poison, spell-like abilities Special Qualities: All-around vision, evaluation,

immunities, outsider traits, resistances, SR 23, telepathy 250 ft.; AL : Always lawful neutral

Saves: Fort +8, Ref +8, Will +10; Abilities: Str 12, Dex 15, Con 14, Int 18, Wis 19, Cha 17

Skills: Climb +11, Craft (any one) +13, Diplomacy +15, Hide +12, Listen +16, Move Silently +11, Search +13, Sense Motive +14, Spot +16, Survival +13 (+15 following tracks)

Feats: Alertness, Improved Initiative, Track

An observer is weaker than a taskmaster (see the Monster Manual). It has two sets of eyes—one large set on the front

of its head and another smaller set on the sides of its head,granting it all-around vision. Its antennae are larger than those of other subraces, and its arms end in small, delicate hands used for manipulation, not combat. Like taskmasters, observers lack mouths and communicate only through telepathy. Observers know Formian and Common.

Combat

Observers do their best to avoid getting into melee. They remain in the background so that they can deduce the behavior

and tactics of the intruders for the benefit of the other formians to exploit. In addition to using their evaluation ability,  observers try to determine how many and what kind of magic the intruders might possess. Observers can be summoned using a summon monster IX spell.

Poison (Ex): An observer delivers its poison (Fort DC 16 negates) with each successful sting attack. Initial and secondary

damage are the same (1d6 Int).

Spell-Like Abilities: At will—charm monster, clairaudience/ clairvoyance, detect chaos, detect magic, detect thoughts, see invisibility, true seeing. Caster level 12th; save DC 13 + spell level.

All-Around Vision (Ex): Observers are exceptionally alert and circumspect. Their double set of unblinking eyes grants them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.

Evaluation (Ex): The incredible minds of observers evaluate and break down the strengths and weaknesses of enemies in mere moments. For each full round of combat that an observer can visually see a single opponent (magical means, including clairvoyance, do not work), each formian in contact with the hive mind gains a +1 insight bonus on attack rolls against that opponent. This effect is cumulative for each round of combat and does not have a limit. The effect lasts until the observer is killed, knocked unconscious, blinded, or cannot see the target for 1 full round. This bonus begins again as soon as the observer sees them again, starting at +1 per round. The bonus does not imporve if multiple observers are

watching the same target. Other formians can process the information from any number of observers watching multiple

targets.

Telepathy (Su): An observer can communicate telepathically with any creature within 250 feet that has a language.

Elemental, elder (N)

Pseudonatural Air Elemental, Elder Huge Elemental (Air, Extraplanar); CR 11; HD 24d8+96; hp 204;
Init +15; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.; 
AC
 27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16;
Base Atk +18; Grp +32;
Atk Slam +27 melee (2d8+6); Full Atk 2 slams +27 melee (2d8+6);
SA Air mastery, whirlwind; SQ Damage reduction 10/- and magic, darkvision 60 ft., elemental traits, ER 15 (Acid, Elec), SR 25; AL N;

SV Fort +12, Ref +25, Will +10;Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Finesse
Air Mastery(Ex): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental
Whirlwind(Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 40 ft.; Weight 2 lb.; Whirlwind Save DC 28; Damage 2d8; Whirlwind Height 10-60 ft.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Earth Elemental, Elder Huge Elemental (Earth, Extraplanar); CR 11; HD 24d8+120; hp 228;
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.; 
AC
 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37;
Atk Slam +27 melee (2d10+11/19-20); Full Atk slams +27 melee (2d10+11/19-20);
SA Earth mastery, push; SQ Damage reduction 10/- and Magic, earth glide, darkvision 60 ft., elemental traits, SR 25, ER 15 (Acid, Elec); AL N; SV Fort +19, Ref +7, Will +10;
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Earth Mastery(Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push(Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.
Earth Glide(Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Fire Elemental, Elder Huge Elemental (Fire, Extraplanar); CR 11; HD 24d8+96; hp 204;
Init +13; Spd 60 ft.; Space/Reach 15 ft./15 ft.; 
AC
 25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32;
Atk Slam +26 melee (2d8+6 plus 2d8 fire); Full Atk 2 slams +26 melee (2d8+6 plus 2d8 fire);
SA Burn; SQ Damage reduction 10/- and magic, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold, ER 15 (Acid, Elec), SR25; AL N;

SV Fort +14, Ref +23, Will +10; Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +28, Spot +29
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
Burn(Ex): A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC 26 or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Water Elemental, Elder Huge Elemental (Water, Extraplanar); CR 11; HD 24d8+120; hp 228;
Init +6; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.; 
AC
 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17; Base Atk +18; Grp +35;
Atk Slam +25 melee (2d10+9/19-20); Full Atk 2 slams +25 melee (2d10+9/19-20);
SA Water mastery, drench, vortex; SQ Damage reduction 10/- and magic, darkvision 60 ft., elemental traits, ER 15 (Acid, Elec), SR 25;
AL N; SV Fort +19, Ref +16, Will +10; Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Water Mastery(Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench(Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Vortex(Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC 31; Damage 2d8; Height 10-60 ft.
Skills (Ex): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Rilmani, Cuprilach (N, Fiend Folio)

Pseudonatural CUPRILACH Medium-Size Outsider (Extraplanar); CR12 Hit Dice: 12d8+60 (114 hp)

Initiative: +7; Speed: 40 ft., climb 20 ft.; Face/Reach: 5 ft./5 ft.

AC: 32 (+7 Dex, +15 natural), touch 17, flat-footed 32

Base Attack/Grapple: +12/+16; Attack: +2 rapier +21 melee, or +1 speed; longbow +20 ranged; Full Attack: +2 rapier +21/+16/+11melee, or +1 speed longbow +20/+15/+10 ranged Damage: +2 rapier 1d6+8, +1 speed longbow 1d8+1

Special Attacks: Sneak attack +3d6, spell-like abilities, summon rilmani, swift strikes; Special Qualities: DR 10/Good or Evil and Magic, hide in plain sight, outsider traits, rilmani traits, SR 25, summon rilmani, trap sense, uncanny dodge, ER 15 (Acid, Elec); Alignment: Always neutral

Saves: Fort +13, Ref +15, Will +12; Str 19, Dex 24, Con 20, Int 18, Wis 19, Cha 23

Skills: Balance +12, Bluff +21, Climb +22, Concentration +14, Diplomacy +20, Disguise +16 (+18 acting), Escape Artist +14, Forgery +14, Gather Information +16, Hide +16, Intimidate +18, Jump +14, Listen +14, Move Silently +16, Search +14, Sense Motive +14, Spot +14, Survival +4 (+6 following tracks), Tumble +16

Feats: Dodge, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse

Cuprilachs are the spies and assassins of the rilmani. When an imbalance can be corrected by the “removal” of a specific individual or small group, cuprilachs are sent in to take care of it. Hairless like an aurumach, a cuprilach in its natural form looks like a lithe and somewhat gaunt person with copper skin, but few creatures ever get to see this form. A cuprilach rarely travels without wearing layers of disguises. Cuprilachs spin webs of lies and deceit like master bards improvising great music. Confident and charismatic, cuprilachs use their skills to infiltrate foes’ forces and impersonate enemies. Individuals of unbalancing power are sometimes shocked to discover that their most trusted confidant

or cherished loved one was replaced by a cuprilach years before the rilmani was given the order to strike. In addition to Rilmani, Common, and Undercommon, cuprilachs speak Abyssal, Celestial, and Infernal.

Combat

Cuprilachs vary what tactics they use depending upon the nature and urgency of their mission. Most cuprilachs prefer simple “seek and destroy” missions that allow them to use their magic to locate a target and get close before unleashing a deadly hail of arrows. At other times cuprilachs use their skills

to infiltrate an organization or an individual’s life, and then they ply their victims with lies to lure the rilmani’s foes into a dangerous situation that eliminates them. A cuprilach can be summoned using a summon monster IX spell.

Sneak Attack (Ex): Anytime a cuprilach’s target is denied a Dexterity bonus, or when a target is flanked

by a cuprilach, the cuprilach deals an additional 3d6 points of damage on a successful melee attack.

Spell-Like Abilities: At will—detect thoughts, knock, locate creature, Melf ’s acid arrow, misdirection, see invisibility; 3/day— dimension door, enervation, mislead, poison. Caster level 12th; save DC 16 + spell level.

Summon Rilmani (Sp): Once per day, a cuprilach can summon 1d3 ferrumachs with a 75% chance of success (result of 26–100 on d%).

Swift Strikes (Ex): A cuprilach can use a standard action to make a full attack, firing all its arrows for the round before the first hits its mark or stabbing several times with its rapier before a foe has time to recognize it has been struck. This ability makes the cuprilach fiendishly effective in a surprise situation or when it strikes first in a combat, since it can reveal itself and execute a full attack, dealing sneak attack damage with each hit. A cuprilach is fatigued for 1d4 rounds after using the swift strikes ability, and it cannot use the swift strikes ability while fatigued.

Hide in Plain Sight (Su): As long as a cuprilach is within 10 feet of some sort of shadow, it can hide itself from view in the open without anything to actually hide behind. It cannot, however, hide in its own shadow.

Trap Sense (Ex): A cuprilach gains a +2 bonus on Reflex saves made to avoid traps, and a +2 dodge bonus to Armor Class against attacks by traps.

Uncanny Dodge (Ex): A cuprilach retains its Dexterity bonus to Armor Class even when flat-footed or struck by an insivible attacker, and it cannot be flanked except by a rogue of 16th level or higher.

Skills: Cuprilachs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Storm Elemental, Greater (N, MMIII)

Slaad, green (CN) [or Unraveler (LN, Planar Handbook)]

Green Slaad Large Outsider (Chaotic, Extraplaner); HD 9d8+36; HP 76;

Init: +5; Speed: 30 ft.; Space/Reach: 10 ft./10 ft.;

AC: 23 (-1 size, +2 Dex, +13 natural), touch 10, flat-footed 22;

Base Attack/Grapple +9/+19; Attack: Claw +14 melee (1d6+6); Full Attack: 2 claws +14 melee (1d6+6) and bite +12 melee (2d8+3);

SA: Spell-Like Abilities; SQ: Change Shape, Darkvision 60 ft., Fast Healing 5, Immunity to Sonic, resist Acid Cold Elec Fire 5;

Saves: Fort +10, Ref +7, Will +6; Abilites Str 23, Dex 13, Con 19, Int 10, Wis 10, Cha 12;

Skills: Climb +18, Concentration +10, Hide +9, Jump +18, Listen +12, Move Silently +13, Search +12, Spot +12, Survival +6 (+8 following tracks);

Feats: Cleave, Improved Initiative, Multiattack, Power Attack; AL CN.

Spell-Like Abilites (Sp): At will – Chaos Hammer (DC 15), Detect Magic, Detect Thoughts (DC 13), Fear (DC 15), Protection From Law, See Invisibility, Shatter (DC 13); 3/day – Dispel Law (DC 16), Deeper Darkness, Fireball (DC 14). Caster level 9th. The Save DCs are Charisma-based.

Change Shape (Su): a green slaad can assume any Medium or Large humanoid form as a standard action. In humanoid form, a green slaad cannot use its natural weapons (although a slaad can equip itself with weapons and armor appropriate to it appearance). A green slaad remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the slaad reverts to its natural form when killed. A True Seeing spell reveals its natural form.

Pseudonatural Unraveler Large Outsider (Extraplanar, Incorporeal, Lawful); CR 9; Hit Dice: 8d8+27 (71 hp)

Initiative: +5; Speed: 20 ft. (4 squares); Space/Reach: 10 ft./10 ft.

Armor Class: 16 (+1 Dex, +5 defl ection), touch 16, flatfooted 15

Base Attack/Grapple: +8/+10; Attack: Claw +10 melee touch (1d3+2 plus disjoin); Full Attack: 2 claws melee touch +10 melee (1d3+2

plus disjoin)

Special Attacks: Disjoin; Special Qualities: Darkvision 60 ft., elemental immunity, spell resistance 18, ER 10 (Acid, Elec); AL Always LN;

Saves: Fort +9, Ref +9, Will +6; Abilities: Str 14, Dex 13, Con 16, Int 10, Wis 10, Cha 20

Skills: Climb +13, Escape Artist +12, Hide +12, Jump +15, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14

Feats: Improved Initiative, Lightning Reflexes, Toughness

This 10-foot-tall, vaguely humanoid form shimmers on the edge of existence. Though immaterial, its body seems to f lash between phantom

compositions of earth, air, fire, and water.

An elemental spirit unlike any other, the unraveler is born of opposition. Where the Inner Planes have borders, unravelers thrive. Unravelers have been called menglis in the past, but whatever they are called, it is accepted that they are dangerous entities to encounter while traveling the Inner Planes. Unravelers do not speak.

COMBAT

Unravelers are violently opposed to mixed elements. Most material creatures and their equipment possess just this sort of mixture that unravelers seek to undo. Their attack delivers a disjoining touch, which causes a victim to begin separating into its basic elements.

Disjoin (Su): A blow from a unraveler against a creature can cause the target to begin to separate into its component elements. A creature must succeed on a DC 15 Fortitude save or immediately take 2d8 points of damage. Unless a creature manages to control the effect (see below), it unravels over the course of 2d4 rounds, until it has decomposed into a few pounds of minerals and a pool of liquid. The save DC is Constitution-based.

An affected character feels searing pain coursing along his nerves, so strong that the victim cannot act coherently. The victim cannot cast spells, manifest psionic powers, or use magic items, and he attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll). Each round the victim spends decomposing, he takes an additional 2d8 points of damage. When 2d4 rounds of decomposition have passed, the victim completely separates into component elements (and is, of course, dead).

A victim can try to hold together by attempting a DC 15 Charisma check (this check DC does not vary for unravelers with different Hit Dice

or ability scores). A success halts the decomposition for 24 hours. On a failure, the victim can still repeat this check each round until  successful.

Disjoining is not a disease or a curse and so is hard to remove. A shapechange spell does not cure an afflicted creature but fixes its form for the

duration of the spell. A restoration, heal, or greater restoration spell removes the affliction.

Elemental Immunity (Ex): An unraveler has immunity to naturally occurring damaging conditions on the Elemental Planes of Air, Earth, Fire, and Water.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Devil, Barbed (LE)

Barbed Devil (hamatula) Medium Outsider (Evil, Extraplanar, Lawful); CR 11;
HD 12d8+72;
hp 126; Init +6; Spd 30 ft.; AC 29 (+6 Dex, +13 natural) touch 16, flat-footed 23;
Base Atk +12; Grp +22;
Atk Claw +18 melee (2d8+6 plus fear);
Full Atk 2 claws +18 melee (2d8+6 plus fear);
SA Fear, improved grab, impale 3d8+9, summon devil; SQ Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.;
AL LE; SV Fort +14, Ref +14, Will +12;
Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Spell-Like Abilities (Sp): At will-greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day-order's wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.
Barbed Defense(Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th). Whether or not the save is successful, that creature cannot be affected by that same barbed devil's fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can impale the opponent on its barbed body.
Summon Devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.


Pseudonatural Demodand, Farastu (NE, Fiend Folio)

Pseudonatural FARASTU Medium-Size Outsider (Evil, Extraplanar); CR 11; Hit Dice: 11d8+22 (71 hp);

Initiative: +5; Speed: 40 ft.; Face/Reach: 5 ft./5 ft.

AC: 25 (+1 Dex, +14 natural), touch 11, flat-footed 24

Base Attack/Grapple: +11/+23; Attack: Claw +15 melee; Full Attack: 2 claws +15 melee and bite +10 melee

Damage: Claw 1d4+4, bite 1d6+2

Special Attacks: Adhesive slime, improved grab, rage, spell-like abilities, summon demodand; Special Qualities:  Immunity (Acid, Poison), DR 10 / magic, outsider traits, ER 10 (Acid, Cold, Elec, Fire), scent, SR 23; AL Often neutral evil

SV: Fort +9, Ref +8, Will +8; Str 19, Dex 13, Con 14, Int 8, Wis 12, Cha 16

Skills: Climb +22, Concentration +13, Diplomacy +6, Hide +12, Intimidate +16, Listen +14, Move Silently +12, Search +10, Sense Motive +12, Spot +14, Survival +1 (+3 following tracks)

Feats: Alertness, Cleave, Improved Initiative, Power Attack

The farastus are the most common type of demodand. They draw the most menial tasks under orders from the kelubars

and shators. Blamed for their race’s long-forgotten transgression, which resulted in their banishment to Carceri, the farastus are barely tolerated by other demodands. Farastus stand roughly 7 feet high and weigh about 220 pounds. They have long arms and legs, and large, oblong heads. Their bodies continually ooze a thick, black, tarlike substance that slowly trickles down the creatures’ emaciated frames. Farastus are arrogant and cruel when not around kelubars or shators. As occupants of the lowest rung of demodand society, they enjoy flexing their muscles with weaker creatures they know they can push around. Farastus speak the language of demodands and Abyssal.

Combat

Farastus enjoy it when a petitioner in their “care” tries to escape because it allows them to vent their copious frustrations on the unfortunate soul. They typically fly into a rage in the first round of combat and then try to disarm an opponent of any weapons before wading in with their sharp claws and large, tooth-filled mouths. If they manage to disarm an opponent of a powerful weapon, they don’t hesitate to wield it themselves. Farastus can be summoned using a summon monster IX spell.

Adhesive Slime (Ex): The thick, tarlike slime that farastus secrete acts as a powerful adhesive, holding fast creatures

or items that touch it. Farastus have a +8 racial bonus on grapple checks and disarm checks due to their adhesive

slime. A farastu frequently chooses to grapple its foes and then maul its enemies with natural attacks. A weapon that strikes a farastu is stuck fast unless the wielder succeeds on a Reflex save (DC 17). Prying off a stuck weapon requires a Strength check (DC 17). Lantern oil or some other flammable oil (such as alchemist’s fire) dissolves the farastu’s adhesive slime; the creature requires 10 minutes to renew its adhesive coating if doused with oil. A farastu can dissolve its adhesive slime at will, and the substance breaks down 1 minute after the creature dies.

Improved Grab (Ex): If a farastu hits an opponent with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +23, or +25 when raging, including the bonus for adhesive slime). Farastu do not have any special ability to damage grappled opponents other than their

natural attacks, but their adhesive slime makes them very

dangerous in a grapple.

Rage (Ex): Three times per day a farastu can fly into a frenzy, raging like a barbarian. The farastu gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a –2 penalty to Armor Class. The following changes are in effect as long as the rage lasts: HD 11d8+44 (93 hp); AC 23, touch 9, flatfooted 22; Base Attack/Grapple +13/+25; Full Attack 2 claws +17 melee and bite +12 melee; Damage claw 1d4+6, bite 1d6+4; SV Fort +11, Will +10; Str 23, Con 18; Climb +24. The rage lasts for 7 rounds, but the farastu can end it earlier if desired. The creature is not fatigued at the end of its rage.

Spell-Like Abilities: At will—detect magic, clairaudience/clairvoyance, fear, invisibility, tongues; 3/day—fog cloud, ray of

enfeeblement; 2/day—dispel magic. Caster level 11th; save DC 13 + spell level.

Summon Demodand (Sp): Once per day, a farastu can attempt to summon 1d4 farastus with a 30% chance of success

(result of 71–100 on d%).

Scent (Ex): A farastu can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Skills (Ex): A farastu’s adhesive slime gives it a +8 racial bonus on Climb checks.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish dire shark (NE) [or Brachina (LE, FCII, LE caster)]

Pseudonatural Fiendish Dire Shark Huge Outsider [Magical Beast] (Aquatic, Evil); CR 11; HD 18d8+66; hp 147;
Init +2; Spd Swim 60 ft.; Space/Reach 15 ft./10 ft.; 
AC
 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15;
Base Atk +13; Grp +27;
Atk Bite +18 melee (2d8+9); Full Atk Bite +18 melee (2d8+9);
SA Improved grab, swallow whole, smite good; SQ Keen scent, Darkvision 60 ft, ER 10 (cold, fire), ER 15 (Acid, Elec), DR 10 / magic, SR 25; AL NE; SV Fort +14, Ref +13, Will +12; Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Listen +12, Spot +11, Swim +14
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Improved Grab (Ex): To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents
Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills (Ex): A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +18 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish monstrous scorpion, Gargantuan (NE) [or Fiendish monstrous crab, Gargantuan (NE, Stormwrack)]

Pseudonatural Fiendish Monstrous Scorpion, Gargantuan Gargantuan Outsider [Magical Beast] (Evil); CR 12; HD 20d8+60; hp 150;

Init +0; Spd 50 ft.; Space/Reach 20 ft./15 ft.;

AC 24 (-4 size, +18 natural), touch 6, flat-footed 24;

Base Atk +15; Grp +37; Atk Claw +21 melee (2d6+10); Full Atk 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison);

SA Constrict 2d6+10, improved grab, poison, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, ER 10 ( cold, fire), ER 15 (Acid, Elec), DR 10 / magic, SR 25; AL NE;

SV Fort +15, Ref +6, Will +6; Str 31, Dex 10, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +14, Hide -8, Spot +4
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion's size, as follows. Fort DC 23, 1d8 Con initial and secondary.
Skills (Ex): A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +20 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Night hag (NE)

Pseudonatural Night Hag Medium Outsider (Evil, Extraplanar); CR 9; HD 8d8+32; hp 68;
Init +1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; 

AC 22 (+1 Dex, +11 natural), touch 11, flat-footed 21;
Base Atk +8; Grp +12;
Atk Bite +12 melee (2d6+6 plus disease); Full Atk Bite +12 melee (2d6+6 plus disease);

SA Spell-like abilities, dream haunting; SQ Damage reduction 10/cold iron and magic, immunity (fire, cold, charm, sleep, and fear), ER 10 (Acid, Elec), spell resistance 25; AL NE;

SV Fort +12*, Ref +9*, Will +10*; Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats: Alertness, Combat Casting, Mounted Combat
Spell-Like Abilities (Ex): At will-detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based. Dream
Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
Heartstone: All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone's powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.
Disease (Ex): Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Demon, Bebilith (CE) or Fiendish mosasaur (CE, Stormwrack)

Pseudonatural Bebilith Huge Outsider (Chaotic, Extraplanar, Evil); CR 10; HD 12d8+96; hp 150;
Init +5; Spd 40 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.;

AC 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21;

Base Atk +12; Grp +29; Atk Bite +19 melee (2d6+9 plus poison) or web +11 ranged; Full Atk Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged;

SA Poison, rend armor, web; SQ Damage reduction 10/good and magic, darkvision 60 ft., plane shift, scent, telepathy 100 ft., ER 15 (Acid, Elec), SR 22; AL CE;

SV Fort +16, Ref +9, Will +9;Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Skills (Ex): A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.
Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th). 
Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Pseudonatural Fiendish monstrous spider, Colossal (CE)

Pseudonatural Fiendish Monstrous Spider, Colossal Colossal Magical Beast (); CR 13; HD 32d8+64; hp 208;
Init +2; Spd 30 ft., climb 20 ft.; Space/Reach 40 ft./30 ft.; 
AC
 22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20; Base Atk +24; Grp +50;
Atk Bite +26 melee (4d6+15 plus poison); Full Atk Bite +26 melee (4d6+15 plus poison);
SA Poison, web, smite good; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, ER 10 (cold, fire), ER 15 (Acid, Elec), Dr 10/magic, SR 25; AL CE;

SV Fort +20, Ref +12, Will +10; Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +16, Hide -10*, Jump +10*, Spot +7*
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 28, 2d8 Str initial and secondary.
Skills (Ex): Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs.
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 28; Break DC 32; HP 18
Smite Good (Su): Once per day a fiendish creature can make a normal melee attack to deal +32 extra damage against a good foe.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.


Demon, Adaru (CE, MMV, evil caster)

Pseudonatural Demon, Hezrou (CE)

Pseudonatural Hezrou Large Outsider (Chaotic, Extraplanar, Evil); CR 11; HD 10d8+93; hp 138;
Init +0; Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 23 (-1 size, +14 natural) touch 9, flat-footed 23;
Base Atk +10; Grp +19;
Atk Bite +14 melee (4d4+5); Full Atk Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2);
SA Spell-like abilities, stench, improved grab, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, ER 10 (acid, cold, elec, fire), SR 20, telepathy 100 ft.; AL Always chaotic evil;

SV Fort +16, Ref +7, Will +9;Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats: Blind-Fight, Cleave, Power Attack, Toughness
Skills (Ex): Hezrous have a +8 racial bonus on Listen and Spot checks.
Spell-Like Abilities (Sp): At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day-blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stench (Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.
Summon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.

Pseudonatural Demon, Wastrilith (CE, Fiend Folio)

Pseudonatural Wastrilith Huge Outsider (Aquatic, Chaotic, Evil, Extraplanar); CR 17; Hit Dice: 15d8+60; hp 127

Initiative: +8; Speed: 30 ft., swim 80 ft.; Space/Reach: 15 ft./15 ft.

AC: 25 (–2 size, +4 Dex, +13 natural), touch 12, flatfooted 21

Base Attack/Grapple: +15/+32; Attack: Bite +22 melee; Full Attack: Bite +22 melee and 2 claws +17 melee

Damage: Bite 2d6+9, claw 2d4+4

Special Attacks: Breath weapon, spell-like abilities; Special Qualities: Break summoning, cold immunity,

fire vulnerability, immunity to water, outsider traits, SR 25, telepathy, water mastery, ER 15 (Acid, Elec), DR 10/Magic; AL Always chaotic evil;

Saves: Fort +13, Ref +15, Will +12; Str 29, Dex 18, Con 19, Int 14, Wis 12, Cha 19

Skills: Bluff +18, Concentration +18, Diplomacy +20, Disguise +4 (+6 acting), Escape Artist +18, Hide +10, Intimidate +28, Knowledge (arcana) +15, Knowledge (the planes) +15, Listen +15, Move Silently +18, Spellcraft +18, Spot +15, Survival +1 (+3 on other planes), Swim +31, Use Rope +4 (+6 binding)

Feats: Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility

Wastriliths are the terrible lords of the watery parts of the Lower Planes. Standoffish and isolated creatures, they rule

their domain with an iron fist. A wastrilith has the appearance of a leering eel with a humanoid torso. Its long, segmented body ends in a powerful tail. Its huge, bulging eyes never blink, and its mouth is full of needle-sharp teeth. Bullying and arrogant, wastriliths enjoy intimidating other creatures into fealty. On the Material Plane, they build magnificent underwater palaces as bases of operation to terrorize shipping lanes and other aquatic races. They do not need to eat, but nevertheless relish in devouring the flesh of aquatic elves, merfolk, and other intelligent aquatic creatures. In addition to their murderous habits, they encourage evil beings to become pirates and marauders, providing what assistance they can. Wastriliths speak Common, Abyssal, and Aquan.

Combat

Wastriliths prefer to send minions to do their fighting for them. They typically summon a host of water-based creatures to attack, and hurl their formidable spell-like abilities into the fray. Wastriliths can be summoned using a summon monster IX spell.

Breath Weapon (Su): Cone of boiling water, 3d10 points of damage, 60 feet, every 1d4 rounds; Reflex DC 21 half.

Break Summoning (Ex): If summoned via a summon monster spell, a wastrilith can make an opposed Wisdom check to break free of the summoning. If it succeeds, it then goes on a rampage, attacking the summoner.

Spell-Like Abilities (Sp): At will—blasphemy, control water, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, read magic, suggestion, telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy blight, wall of ice; 3/day—symbol (any), unholy aura. Caster level 15th; save DC 14 + spell level. Three times per day, a wastrilith can cast summon monster IX as a 17th-level wizard. It can only summon aquatic and water-based creatures, such as fiendish sharks or squids and water elementals.

Immunity to Water (Ex): Wastriliths are immune to attacks that are based on water.

Telepathy (Su): Wastriliths can communicate telepathically with any creature within 100 feet that has a language.

Water Mastery (Ex): A wastrilith gains a +1 bonus on its attack and damage rolls if its opponent is touching water.

Skills (Ex): Wastriliths have a +8 racial bonus on Intimidate checks. They have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard and can always choose to take 10 on Swim checks, even if distracted or endangered.

True Strike (Su): 1/day can cast True Strike on itself

Alternate Form (Su): As a standard action, a pseudonnatural creature can take the form of a grotesque, tentacled mass (or another  appropriately gruesome form, as determined by the DM). Despite the alien appearance, it’s abilities remain unchanged. Other creatures receive a -1 morale penalty on their attack rolls against a pseudonatural creature when it is in this alternate form.