Summon Monster III

Celestial black bear

LG

Celestial bison

NG

Celestial dire badger

CG

Celestial hippogriff

CG

Elemental, Small (any)

N

Fiendish ape

LE

Fiendish dire weasel

LE

Hell hound

LE

Fiendish snake, constrictor

LE

Fiendish boar

NE

Fiendish dire bat

NE

Fiendish monstrous centipede, Huge

NE

Fiendish crocodile

CE

Dretch (demon)

CE

Fiendish snake, Large viper

CE

Fiendish wolverine

CE


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(): 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

Celestial Bison Large Magical Beast (); 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; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10; AL NG; SV Fort +7, Ref +4, Will +1;
Str 22, Dex 10, Con 16, Int 2, 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

Celestial Dire Badger Medium Magical Beast (); 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 8; AL CG; SV Fort +7, Ref +6, Will +4;
Str 14, Dex 17, Con 19, Int 2, 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

Celestial Hippogriff Large Magical Beast (); 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; SQ Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; 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(): Hippogriffs have a +4 racial bonus on Spot checks.
Carrying Capacity(): 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

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.

Water Elemental, Small Small 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;
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(): 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.

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(): 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

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, resistance to cold 5 and fire 5,SR 8; AL LE; SV Fort +3, Ref +7, Will +4;
Str 14, Dex 19, Con 10, Int 2, 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

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(): 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 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 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 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(): 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 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(): 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

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(): 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

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(): 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.

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 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(): 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

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