Summon Monster I

Celestial dog

LG

Celestial owl

LG

Celestial giant fire beetle

NG

Celestial porpoise1

NG

Celestial badger

CG

Celestial monkey

CG

Fiendish dire rat

LE

Fiendish raven

LE

Fiendish monstrous centipede, Medium

NE

Fiendish monstrous scorpion, Small

NE

Fiendish hawk

CE

Fiendish monstrous spider, Small

CE

Fiendish octopus1

CE

Fiendish snake, Small viper

CE

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 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(): 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(): 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 Owl Tiny Magical Beast (); 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, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL LG; SV Fort +2, Ref +5, Will +2;
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Skills(): 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

Celestial Giant Fire Beetle Small Magical Beast (); 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, resistance to acid 5 and cold 5 and electricity 5, SR 6; AL NG; SV Fort +2, Ref +0, Will +0;
Str 10, Dex 11, Con 11, Int -, 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

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(): 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 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 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 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 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 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 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 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 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(): 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 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 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


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