Summon Monster VI

Celestial polar bear

LG

Celestial orca whale1

NG

Bralani (eladrin)

CG

Celestial dire lion

CG

Elemental, Large (any)

N

Janni (genie)

N

Chaos beast

CN

Devil, chain

LE

Xill

LE

Fiendish monstrous centipede, Gargantuan

NE

Fiendish rhinoceros

NE

Fiendish elasmosaurus1

CE

Fiendish monstrous spider, Huge

CE

Fiendish snake, giant constrictor

CE


Celestial Bear, Polar Large Magical Beast (); 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, resistance to acid 10 and cold 10 and electricity 10, Dr 5/magic, SR 13; AL LG; SV Fort +10, Ref +7, Will +3;
Str 27, Dex 13, Con 19, Int 2, 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(): 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

Celestial Orca Huge Magical Beast (); 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, resistance to acid 10 and cold 10 and electricity 10, Dr 5/magic, SR 14; AL NG; SV Fort +11, Ref +8, Will +5;
Str 27, Dex 15, Con 21, Int 2, 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(): 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

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, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, 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(): 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.

Celestial Dire Lion Large Magical Beast (); 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, resistance to acid 10 and cold 10 and electricity 10, Dr 5/magic, SR 13;
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(): 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

Air Elemental, Large Large 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/-, darkvision 60 ft., elemental traits;
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.

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;
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.

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; 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.

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;
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(): 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.

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, resistance to fire 10, 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: 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(): 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).

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.

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(): 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.

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.

Fiendish Monstrous Centipede, Gargantuan Gargantuan Magical Beast (); 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, resistance to cold 10 and fire 10, Dr 10/magic, SR 17; AL NE; SV Fort +9, Ref +6, Will +4;
Str 23, Dex 15, Con 12, Int -, 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(): 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

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

Fiendish Elasmosaurus Huge Magical Beast (); 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, resistance to cold 10 and fire 10, Dr 5/magic, SR 15; AL CE; SV Fort +15, Ref +9, Will +4;
Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Skills: Hide -4*, Listen +4, Spot +9, Swim +16
Feats: Dodge, Great Fortitude, Toughness (2)
Skills(): *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.

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(): 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 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

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