Summon Monster V

Archon, hound

LG

Celestial brown bear

LG

Celestial giant stag beetle

NG

Celestial sea cat1

NG

Celestial griffon

CG

Elemental, Medium (any)

N

Achaierai

LE

Devil, bearded

LE

Fiendish deinonychus

LE

Fiendish dire ape

LE

Fiendish dire boar

NE

Fiendish shark, Huge

NE

Fiendish monstrous scorpion, Large

NE

Shadow mastiff

NE

Fiendish dire wolverine

CE

Fiendish giant crocodile

CE

Fiendish tiger

CE

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, 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.)
Skills(): *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.
Spell-Like Abilities(): 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.

Celestial Bear, Brown Large Magical Beast (); 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 11; AL LG; SV Fort +9, Ref +6, Will +3;
Str 27, Dex 13, Con 19, Int 2, 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(): 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

Celestial Giant Stag Beetle Large Magical Beast (); 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 12; AL NG; SV Fort +8, Ref +2, Will +2;
Str 23, Dex 10, Con 17, Int -, 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

Celestial Sea Cat Large Magical Beast (); 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 11;
AL NG; SV Fort +8, Ref +6, Will +5;
Str 19, Dex 12, Con 17, Int 2, 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(): 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

Celestial Griffon Large Magical Beast (); 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 12;
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(): Griffons have a +4 racial bonus on Jump and Spot checks.
Carrying Capacity(): 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

Air Elemental, Medium Medium Elemental (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;
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.

Earth Elemental, Medium Medium Elemental (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;
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.

Fire Elemental, Medium Medium Elemental (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;
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.

Water Elemental, Medium Medium Elemental (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;
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(): 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.

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., 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 Coud(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

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, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, 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(): 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.
Beard(): earded 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 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.

Fiendish Deinonychus Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; AL LE; SV Fort +8, Ref +6, Will +2;
Str 19, Dex 15, Con 19, Int 2, 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(): 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

Fiendish Dire Ape Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 10; AL LE; SV Fort +6, Ref +6, Will +5;
Str 22, Dex 15, Con 14, Int 2, 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(): 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

Fiendish Dire Boar Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; AL NE; SV Fort +8, Ref +5, Will +8;
Str 27, Dex 10, Con 17, Int 2, 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

Fiendish Shark, Huge Huge Magical Beast (Aquatic); 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, resistance to cold 10 and fire 10, Dr 5/magic, SR 15; AL NE; SV Fort +11, Ref +9, Will +4;
Str 21, Dex 15, Con 15, Int 1, 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(): 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

Fiendish Monstrous Scorpion, Large Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 10;
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(): 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

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; 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(): *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.

Fiendish Dire Wolverine Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 10; 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(): 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

Fiendish Crocodile, Giant Huge Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; 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(): 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

Fiendish Tiger Large Magical Beast (); 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, resistance to cold 5 and fire 5, Dr 5/magic, SR 11; 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(): 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.


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