Summon Monster II

Celestial giant bee

LG

Celestial giant bombardier beetle

NG

Celestial riding dog

NG

Celestial eagle

CG

Lemure (devil)

LE

Fiendish squid1

LE

Fiendish wolf

LE

Fiendish monstrous centipede, Large

NE

Fiendish monstrous scorpion, Medium

NE

Fiendish shark, Medium1

NE

Fiendish monstrous spider, Medium

CE

Fiendish snake, Medium viper

CE


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(): 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 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 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(): 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 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

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 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(): 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 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(): *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 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(): 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

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(): 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 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(): 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 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(): 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 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

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