Summon Monster VII

Celestial elephant

LG

Avoral (guardinal)

NG

Celestial baleen whale1

NG

Djinni (genie)

CG

Elemental, Huge (any)

N

Invisible stalker

N

Devil, bone

LE

Fiendish megaraptor

LE

Fiendish monstrous scorpion, Huge

NE

Babau (demon)

CE

Fiendish giant octopus1

CE

Fiendish girallon

CE


Celestial Elephant Huge Magical Beast (); CR 9; HD 11d8+55; hp 104;
Init +0; Spd 40 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +7 natural), touch 8, flat-footed 15;
Base Atk +8; Grp +26; Atk Gore +16 melee (2d8+15);
Full Atk Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15);
SA Trample 2d8+15, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 10 and cold 10 and electricity 10, Dr 5/magic, SR 16; AL LG; SV Fort +12, Ref +7, Will +6;
Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Trample(Ex): Reflex half DC 25. The save DC is Strength-based
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +11 extra damage against an evil foe

Avoral Medium Outsider (Extraplanar, Good); CR 9; HD 7d8+35; hp 66;
Init +6; Spd 40 ft., fly 90 ft. (good); AC 24 (+6 Dex, +8 natural), touch 16, flat-footed 18;
Base Atk +7; Grp +9; Atk Claw +13 melee (2d6+2) or wing +13 melee (2d8+2);
Full Atk 2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2);
SA Spell-like abilities, fear aura; SQ Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing;
AL NG; SV Fort +10 (+14 against poison), Ref +11, Will +8;
Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Skills: Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
Feats: Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse
Skills(): An avoral's sharp eyes give it a +8 racial bonus on Spot checks.
Spell-Like Abilities(): At will-aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day-lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear(Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.
Lay on Hands(Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
Speak with Animals(Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
True Seeing(Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.

Celestial Baleen Whale Gargantuan Magical Beast (); CR 8; HD 12d8+78; hp 132;
Init +1; Spd Swim 40 ft.; Space/Reach 20 ft./15 ft.;
AC
16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15;
Base Atk +9; Grp +33; Atk Tail slap +17 melee (1d8+18); Full Atk Tail slap +17 melee (1d8+18);
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 10/magic, SR 17; AL NG; SV Fort +14, Ref +9, Will +5;
Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Toughness (2)
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 +12 extra damage against an evil foe

Djinni Large Outsider (Air, Extraplanar); CR 5; HD 7d8+14; hp 45;
Init +8; Spd 20 ft., fly 60 ft. (perfect); Space/Reach 10 ft./10 ft.;
AC
16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12;
Base Atk +7; Grp +15; Atk Slam +10 melee (1d8+4); Full Atk 2 slams +10 melee (1d8+4);
SA Air mastery, spell-like abilities, whirlwind; SQ Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.; AL Always chaotic good; SV Fort +7, Ref +9, Will +7;
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Air Mastery(Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a djinni
Spell-Like Abilities(): At will-invisibility (self only); 1/day- create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based
Whirlwind(Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it 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. The djinni controls the exact height, but it must be at least 10 feet. A djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature's space. Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it
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).

Air Elemental, Huge Huge Elemental (Air, Extraplanar); CR 7; HD 16d8+64; hp 136;
Init +13; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12;
Base Atk +12; Grp +24; Atk Slam +19 melee (2d8+4); Full Atk 2 slams +19 melee (2d8+4);
SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +9, Ref +19, Will +5;
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, 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 32 ft.; Weight 8 lb.; Whirlwind Save DC 22; Damage 2d8; Whirlwind Height 10-50 ft.

Earth Elemental, Huge Huge Elemental (Earth, Extraplanar); CR 7; HD 16d8+80; hp 152;
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +29; Atk Slam +19 melee (2d10+9); Full Atk 2 slams +19 melee (2d10+9);
SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits;
AL N; SV Fort +15, Ref +4, Will +7;
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, 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, Huge Huge Elemental (Fire, Extraplanar); CR 7; HD 16d8+64; hp 136;
Init +11; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12; Base Atk +12; Grp +24;
Atk Slam +17 melee (2d8+4 plus 2d8 fire); Full Atk 2 slams +17 melee (2d8+4 plus 2d8 fire);
SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL Usually neutral; SV Fort +9, Ref +17, Will +7;
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, 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 22 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, Huge Huge Elemental (Water, Extraplanar); CR 7; HD 16d8+80; hp 152;
Init +4; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17;
Base Atk +12; Grp +27; Atk Slam +17 melee (2d10+7); Full Atk 2 slams +17 melee (2d10+7);
SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +15, Ref +9, Will +7;
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
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 25; Damage 2d8; Height 10-50 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.

Invisible Stalker Large Elemental (Air, Extraplanar); CR 7; HD 8d8+16; hp 52;
Init +8; Spd 30 ft., fly 30 ft. (perfect); Space/Reach 10 ft./10 ft.;
AC
17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13;
Base Atk +6; Grp +14; Atk Slam +10 melee (2d6+4); Full Atk 2 slams +10 melee (2d6+4);
SQ Darkvision 60 ft., elemental traits, natural invisibility, improved tracking;
AL N; SV Fort +4, Ref +10, Will +4;
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Natural Invisibility(Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking(Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage

Bone Devil (osyluth) Large Outsider (Evil, Extraplanar, Lawful); CR 9; HD 10d8+50; hp 95;
Init +9; Spd 40 ft.; Space/Reach 10 ft./10 ft.;
AC
25 (-1 size, +5 Dex, +11 natural) touch 14, flat-footed 20; Base Atk +10; Grp +19;
Atk Bite +14 melee (1d8+5); Full Atk Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison);
SA Spell-like abilities, fear aura, poison, summon devil; SQ Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.; AL Always lawful evil; SV Fort +12, Ref +12, Will +11;
Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Skills: Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
Feats: Alertness, Improved Initiative, Iron Will, Multiattack
Spell-Like Abilities(): At will-greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.
Fear(Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil's aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison(Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Summon Devil(Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Fiendish Megaraptor Huge Magical Beast (); CR 8; HD 8d8+43; hp 79;
Init +2; Spd 60 ft.; Space/Reach 15 ft./10 ft.;
AC
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14;
Base Atk +6; Grp +19; Atk Talons +9 melee (2d8+5);
Full Atk Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2);
SA Pounce, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 13; AL LE; SV Fort +10, Ref +8, Will +4;
Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Pounce(Ex): If a megaraptor charges, it can make a full attack.
Skills(): A megaraptor 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 +8 extra damage against a good foe

Fiendish Monstrous Scorpion, Huge Huge Magical Beast (); CR 9; HD 10d8+30; hp 75;
Init +0; Spd 50 ft.; Space/Reach 15 ft./10 ft.; AC 20 (-2 size, +12 natural), touch 8, flat-footed 20;
Base Atk +7; Grp +21; Atk Claw +11 melee (1d8+6);
Full Atk 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison);
SA Constrict 1d8+6, improved grab, poison, 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 15;
AL Always NE; SV Fort +10, Ref +3, Will +3;
Str 23, Dex 10, Con 16, Int -, Wis 10, Cha 2
Skills: Climb +10, 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 18, 1d8 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 +10 extra damage against a good foe

Babau Medium Outsider (Chaotic, Extraplanar, Evil); CR 6; HD 7d8+35; hp 66;
Init +1; Spd 30 ft.; Space/Reach 5 ft./5 ft.; AC 19 (+1 Dex, +8 natural), touch 11, flat-footed 18;
Base Atk +7; Grp +12; Atk Claw +12 melee (1d6+5);
Full Atk 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2);
SA Sneak attack +2d6, spell-like abilities, summon demon; SQ Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.; AL CE; SV Fort +10, Ref +6, Will +6;
Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: Cleave, Multiattack, Power Attack
Skills(): Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.
Spell-Like Abilities(): At will-darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Protective Slime(Su): A slimy red jelly coats the babau's skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon's hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Sneak Attack(Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Summon(Sp): nce per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.

Fiendish Octopus, Giant Large Magical Beast (Aquatic); CR 10; HD 8d8+11; hp 47;
Init +2; Spd 20 ft., swim 30 ft.; Space/Reach 10 ft./10 ft. (20 ft. with tentacle);
AC
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16;
Base Atk +6; Grp +15; Atk Tentacle +10 melee (1d4+5);
Full Atk 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2);
SA Improved grab, constrict, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 5/magic, SR 13; AL CE; SV Fort +7, Ref +8, Will +3;
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats: Alertness, Skill Focus (Hide), Toughness
Constrict(Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check
Improved Grab(Ex): To use this ability, a giant octopus must hit an opponent of any size with a tentacle 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
Ink Cloud(Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured
Jet(Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting
Skills(): A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +8 extra damage against a good foe

Fiendish Girallon Large Magical Beast (); CR 7; HD 7d10+20; hp 58;
Init +3; Spd 40 ft., climb 40 ft.; Space/Reach 10 ft./10 ft.;
AC
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +7; Grp +17;
Atk Claw +12 melee (1d4+6); Full Atk 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3);
SA Rend 2d4+9, smite good; SQ Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 12; AL CE; SV Fort +7, Ref +8, Will +5;
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Move Silently +8, Spot +6
Feats: Iron Will, Toughness (2)
Rend(Ex): A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.
Skills(): A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +7 extra damage against a good foe



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