Summon Monster VIII

Celestial dire bear

LG

Celestial cachalot whale1

NG

Celestial triceratops

NG

Lillend

CG

Elemental, greater (any)

N

Fiendish giant squid1

LE

Hellcat

LE

Fiendish monstrous centipede, Colossal

NE

Fiendish dire tiger

CE

Fiendish monstrous spider, Gargantuan

CE

Fiendish tyrannosaurus

CE

Vrock (demon)

CE


Celestial Dire Bear Large Magical Beast (); CR 9; HD 12d8+51; hp 105;
Init +1; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23;
Atk Claw +19 melee (2d4+10); Full Atk 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5);
SA Improved grab, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 10 and cold 10 and electricity 10, Dr 10/magic, SR 17; AL LG; SV Fort +12, Ref +9, Will +9;
Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Improved Grab(Ex): To use this ability, a dire 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.
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +12 extra damage against an evil foe.

Celestial Cachalot Whale Gargantuan Magical Beast (); CR 9; HD 12d8+87; hp 141;
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 Bite +17 melee (4d6+12); Full Atk Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6);
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 +15, Ref +9, Will +6;
Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), 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 +12 extra damage against an evil foe.

Celestial Triceratops Huge Magical Beast (); CR 11; HD 16d8+124; hp 196;
Init -1; Spd 30 ft.; Space/Reach 15 ft./10 ft.;
AC
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +30; Atk Gore +20 melee (2d8+15); Full Atk Gore +20 melee (2d8+15);
SA Powerful charge, trample 2d12+15, smite evil; SQ Low-light vision, scent, Darkvision 60 ft, resistance to acid 10 and cold 10 and electricity 10, Dr 10/magic, SR 21;
AL NG; SV Fort +19, Ref +9, Will +6;
Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness (4)
Powerful Charge(Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage
Trample(Ex): Reflex half DC 28. The save DC is Strength-based
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +16 extra damage against an evil foe.

Lillend Large Outsider (Chaotic, Extraplanar, Good); CR 7; HD 7d8+14; hp 45;
Init +3; Spd 20 ft., fly 70 ft. (average); Space/Reach 10 ft./10 ft.;
AC
17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14;
Base Atk +7; Grp +16; Atk Short sword +11 melee (1d8+5/19-20);
Full Atk Short sword +11/+6 melee (1d8+5/19-20) and tail slap +6 melee (2d6+2);
SA Constrict 2d6+5, improved grab, spells, spell-like abilities; SQ Darkvision 60 ft., immunity to poison, resistance to fire 10; AL Always chaotic good; SV Fort +7, Ref +10, Will +8;
Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
Feats: Combat Casting, Extend Spell, Lightning Reflexes
Skills(): Lillends have a +4 racial bonus on Survival checks.
Spell-Like Abilities(): 3/day-darkness, hallucinatory terrain (DC 18), knock, light; 1/day-charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based. A lillend also has the bardic music ability as a 6th-level bard.
Constrict(Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Improved Grab(Ex): To use this ability, a lillend must hit with its tail slap 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.
Spells(): A lillend casts arcane spells as a 6th-level bard. Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0- dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st- charm person, cure light wounds, identify, sleep; 2nd-hold person, invisibility, sound burst.

Air Elemental, Greater Huge Elemental (Air, Extraplanar); CR 9; HD 21d8+84; hp 178;
Init +14; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16;
Base Atk +15; Grp +28; Atk Slam +23 melee (2d8+5); Full Atk 2 slams +23 melee (2d8+5);
SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +11, Ref +22, Will +9;
Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Mobility, Power Attack, 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 36 ft.; Weight 10 lb.; Whirlwind Save DC 25; Damage 2d8; Whirlwind Height 10-60 ft.

Earth Elemental, Greater Huge Elemental (Earth, Extraplanar); CR 9; HD 21d8+105; hp 199;
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20;
Base Atk +15; Grp +33; Atk Slam +23 melee (2d10+10); Full Atk 2 slams +23 melee (2d10+10) 2;
SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +17, Ref +6, Will +9;
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, 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, Greater Huge Elemental (Fire, Extraplanar); CR 9; HD 21d8+84; hp 178;
Init +12; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16; Base Atk +15; Grp +28;
Atk Slam +22 melee (2d8+5 plus 2d8 fire); Full Atk 2 slams +22 melee (2d8+5 plus 2d8 fire);
SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +11, Ref +20, Will +9;
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (slam)
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 24 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, Greater Huge Elemental (Water, Extraplanar); CR 9; HD 21d8+105; hp 199;
Init +5; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17;
Base Atk +15; Grp +31; Atk Slam +21 melee (2d10+8); Full Atk 2 slams +21 melee (2d10+8);
SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +17, Ref +14, Will +9;
Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, 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 28; Damage 2d8; Height 10-60 ft.
Skills(): A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Fiendish Squid, Giant Huge Magical Beast (Aquatic); CR 11; HD 12d8+18; hp 72;
Init +3; Spd Swim 80 ft.; Space/Reach 15 ft./15 ft. (30 ft. with tentacle);
AC
17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14;
Base Atk +9; Grp +29; Atk Tentacle +15 melee (1d6+8);
Full Atk 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4);
SA Constrict 1d6+8, improved grab, smite good; SQ Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 10/magic, SR 17; AL LE; SV Fort +9, Ref +11, Will +5;
Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +10, Spot +11, Swim +16
Feats: Alertness, Diehard, Endurance, Toughness (2)
Constrict(Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check
Improved Grab(Ex): To use this ability, a giant squid 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. *A giant squid has a +4 racial bonus on grapple checks
Ink Cloud(Ex): A giant squid 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 squid normally uses to escape a losing fight. All vision within the cloud is obscured
Jet(Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting
Skills(): A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +12 extra damage against a good foe

Hellcat (bezekira) Large Outsider (Evil, Extraplanar, Lawful); CR 7; HD 8d8+24; hp 60;
Init +9; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
21 (-1 size, +5 Dex, +7 natural), touch 14, flat-footed 16; Base Atk +8; Grp +18;
Atk Claw +13 melee (1d8+6); Full Atk 2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3);
SA Improved grab, pounce, rake 1d8+3; SQ Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft.;
AL LE; SV Fort +9, Ref +11, Will +8;
Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10
Skills: Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17
Feats: Dodge, Improved Initiative, Track
Skills(): Hellcats have a +4 racial bonus on Listen and Move Silently checks.
Improved Grab(Ex): To use this ability, a hellcat 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 hellcat charges, it can make a full attack, including two rake attacks.
Invisible in Light(Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Rake(Ex): Attack bonus +13 melee, damage 1d8+3.

Fiendish Monstrous Centipede, Colossal Colossal Magical Beast (); CR 11; HD 24d8+24; hp 132;
Init +1; Spd 40 ft., climb 40 ft.; Space/Reach 30 ft./20 ft.;
AC
20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18; Base Atk +18; Grp +42;
Atk Bite +18 melee (4d6+12 plus poison); Full Atk Bite +18 melee (4d6+12 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 25; AL NE; SV Fort +15, Ref +9, Will +8;
Str 27, Dex 13, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +16, Hide -7, Spot +4
Poison(Ex): A monstrous centipede has a poisonous bite. Fort DC23, 2d6 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 +24 extra damage against a good foe.

Fiendish Dire Tiger Large Magical Beast (); CR 10; HD 16d8+48; hp 120;
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15; Base Atk +12; Grp +24;
Atk Claw +20 melee (2d4+8); Full Atk 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4);
SA Improved grab, pounce, rake 2d4+4, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 10/magic, SR 21; AL CE; SV Fort +13, Ref +12, Will +11;
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Improved Grab(Ex): To use this ability, a dire tiger 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 tiger charges, it can make a full attack, including two rake attacks
Rake(Ex): Attack bonus +18 melee, damage 2d4+4
Skills(): Dire tigers 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 Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +16 extra damage against a good foe

Fiendish Monstrous Spider, Gargantuan Gargantuan Magical Beast (); CR 10;
HD 16d8+32; hp 104; Init +3; Spd 30 ft., climb 20 ft.; Space/Reach 20 ft./15 ft.;
AC
19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16; Base Atk +12; Grp +31;
Atk Bite +15 melee (2d8+10 plus poison); Full Atk Bite +15 melee (2d8+10 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 10/magic, SR 21; AL CEV Fort +12, Ref +8, Will +5;
Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +14, Hide -5*, Jump +7*, 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 20, 2d6 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 20; Break DC 24; HP 16
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +16 extra damage against a good foe.

Fiendish Tyrannosaurus Huge Magical Beast (); CR 10; HD 18d8+99; hp 180;
Init +1; Spd 40 ft.; Space/Reach 15 ft./10 ft.;
AC
14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13;
Base Atk +13; Grp +30; Atk Bite +20 melee (3d6+13); Full Atk Bite +20 melee (3d6+13);
SA Improved grab, swallow whole, smite good; SQ Low-light vision, scent, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 10/magic, SR 23; AL CE; SV Fort +16, Ref +12, Will +8;
Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Improved Grab(Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.
Swallow Whole(Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents
Skills(): A tyrannosaurus has a +2 racial bonus on Listen and Spot checks
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +18 extra damage against a good foe.

Vrock Large Outsider (Chaotic, Extraplanar, Evil); CR 9; HD 10d8+70; hp 115;
Init +2; Spd 30 ft., fly 50 ft. (average); Space/Reach 10 ft./10 ft.;
AC
22 (-1 size, +2 Dex, +11 natural), touch 11, flat-footed 20;
Base Atk +10; Grp +20; Atk Claw +15 melee (2d6+6);
Full Atk 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3);
SA Dance of ruin, spell-like abilities, spores, stunning screech, summon demon; SQ Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.; AL CE; SV Fort +14, Ref +9, Will +10;
Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
Skills(): Vrocks have a +8 racial bonus on Listen and Spot checks.
Spell-Like Abilities(): At will-mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day-heroism. Caster level 12th. The save DCs are Charisma-based.
Spores(Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores' growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech(Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon(Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

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