Summon Monster IX

Couatl

LG

Leonal (guardinal)

NG

Celestial roc

CG

Elemental, elder (any)

N

Devil, barbed

LE

Fiendish dire shark1

NE

Fiendish monstrous scorpion, Gargantuan

NE

Night hag

NE

Bebilith (demon)

CE

Fiendish monstrous spider, Colossal

CE

Hezrou (demon)

CE


Couatl Large Outsider (Native); CR 10; HD 9d8+18; hp 58;
Init +7; Spd 20 ft., fly 60 ft. (good); Space/Reach 10 ft./5 ft.;
AC
21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18; Base Atk +9; Grp +17;
Atk Bite +12 melee (1d3+6 plus poison); Full Atk Bite +12 melee (1d3+6 plus poison);
SA Constrict 2d8+6, improved grab, poison, psionics, spells; SQ Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.; AL Always lawful good; SV Fort +8, Ref +9, Will +10;
Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17
Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats: Dodge, Empower Spell, Eschew Materials, Hover, Improved Initiative
Constrict(Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.
Improved Grab(Ex): To use this ability, a couatl must hit a creature of up to two size categories larger 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.
Poison(Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str. The save DC is Constitution-based.
Psionics(Sp): At will-detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based.
Telepathy(Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes-no common language is needed.
Ethereal Jaunt(Su): This ability works like the ethereal jaunt spell (caster level 16th).
Spells(): A couatl casts spells as a 9th-level sorcerer. It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0-cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance;
1st-endure elements, mage armor, protection from chaos, true strike, wind wall;
2nd-cure moderate wounds, eagle's splendor, scorching ray, silence;
3rd-gaseous form, magic circle against evil, summon monster III;
4th- charm monster, freedom of movement.

Leonal Medium Outsider (Extraplanar, Good); CR 12; HD 12d8+60; hp 114;
Init +3; Spd 60 ft.; Space/Reach 5 ft./5 ft.; AC 27 (+3 Dex, +14 natural); Base Atk +12; Grp +20; Atk Claw +20 melee (1d6+8); Full Atk 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4);
SA Roar, pounce, improved grab, rake 1d6+8, spell-like abilities; SQ Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, lowlight vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28;
AL Always neutral good; SV Fort +13 (+17 against poison), Ref +11, Will +10;
Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Skills: Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
Feats: Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
Skills(): Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.
Spell-Like Abilities(): At will-detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day-cure critical wounds (DC 16), neutralize poison, remove disease; 1/day-heal (DC 18). Caster level 10th. The save DCs are Charisma-based.
Improved Grab(Ex): To use this ability, a leonal 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.
Lay on Hands(Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.
Pounce(Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.
Protective Aura(Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal's HD). (The defensive benefits from the circle are not included in a leonal's statistics block.)
Rake(Ex): Attack bonus +20 melee, damage 1d6+8.
Speak with Animals(Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
Roar(Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.

Celestial Roc Gargantuan Magical Beast (); CR 11; HD 18d8+126; hp 207;
Init +2; Spd 20 ft., fly 80 ft. (average); Space/Reach 20 ft./15 ft.;
AC
17 (-4 size, +2 Dex, +9 natural), touch 8, flatfooted 15; Base Atk +13; Grp +37;
Atk Talon +21 melee (2d6+12); Full Atk 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6);
SA smite evil; SQ Low-light vision, Darkvision 60 ft, resistance to acid 10 and cold 10 and electricity 10, Dr 10/magic, SR 23; AL CG; SV Fort +18, Ref +13, Will +9;
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide -3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Skills(): Rocs have a +4 racial bonus on Spot checks
Smite Evil(Su): Once per day a celestial creature can make a normal melee attack to deal +18 extra damage against an evil foe

Air Elemental, Elder Huge Elemental (Air, Extraplanar); CR 11; HD 24d8+96; hp 204;
Init +15; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16;
Base Atk +18; Grp +32; Atk Slam +27 melee (2d8+6); Full Atk 2 slams +27 melee (2d8+6);
SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +12, Ref +25, Will +10;
Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-fight, Cleave, 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 40 ft.; Weight 2 lb.; Whirlwind Save DC 28; Damage 2d8; Whirlwind Height 10-60 ft.

Earth Elemental, Elder Huge Elemental (Earth, Extraplanar); CR 11; HD 24d8+120; hp 228;
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37;
Atk Slam +27 melee (2d10+11/19-20); Full Atk slams +27 melee (2d10+11/19-20);
SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL N; SV Fort +19, Ref +7, Will +10;
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), 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, Elder Huge Elemental (Fire, Extraplanar); CR 11; HD 24d8+96; hp 204;
Init +13; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32;
Atk Slam +26 melee (2d8+6 plus 2d8 fire); Full Atk 2 slams +26 melee (2d8+6 plus 2d8 fire);
SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL N; SV Fort +14, Ref +23, Will +10;
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +28, Spot +29
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Great Fortitude, 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 26 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, Elder Huge Elemental (Water, Extraplanar); CR 11; HD 24d8+120; hp 228;
Init +6; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17; Base Atk +18; Grp +35;
Atk Slam +25 melee (2d10+9/19-20); Full Atk 2 slams +25 melee (2d10+9/19-20);
SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL N; SV Fort +19, Ref +16, Will +10;
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Cleave, Great Cleave, Improved Critical (slam), 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 31; 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.

Barbed Devil (hamatula) Medium Outsider (Evil, Extraplanar, Lawful); CR 11;
HD 12d8+72; hp 126; Init +6; Spd 30 ft.; AC 29 (+6 Dex, +13 natural) touch 16, flat-footed 23;
Base Atk +12; Grp +22; Atk Claw +18 melee (2d8+6 plus fear);
Full Atk 2 claws +18 melee (2d8+6 plus fear);
SA Fear, improved grab, impale 3d8+9, summon devil; SQ Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.;
AL LE; SV Fort +14, Ref +14, Will +12;
Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Spell-Like Abilities(): At will-greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day-order's wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.
Barbed Defense(Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil's barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Fear(Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th). Whether or not the save is successful, that creature cannot be affected by that same barbed devil's fear ability for 24 hours. The save DC is Charisma-based.
Impale(Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab(Ex): To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.
Summon Devil(Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

Fiendish Dire Shark Huge Magical Beast (Aquatic); CR 11; HD 18d8+66; hp 147;
Init +2; Spd Swim 60 ft.; Space/Reach 15 ft./10 ft.;
AC
17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15;
Base Atk +13; Grp +27; Atk Bite +18 melee (2d8+9); Full Atk Bite +18 melee (2d8+9);
SA Improved grab, swallow whole, smite good; SQ Keen scent, Darkvision 60 ft, resistance to cold 10 and fire 10, Dr 10/magic, SR 23; AL NE; SV Fort +14, Ref +13, Will +12;
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: Listen +12, Spot +11, Swim +14
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Improved Grab(Ex): To use this ability, a dire shark 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 try to swallow the foe in the following round.
Swallow Whole(Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents
Keen Scent(Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills(): A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
Scent(Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +18 extra damage against a good foe.

Fiendish Monstrous Scorpion, Gargantuan Gargantuan Magical Beast (); CR 12;
HD 20d8+60; hp 150; Init +0; Spd 50 ft.; Space/Reach 20 ft./15 ft.;
AC
24 (-4 size, +18 natural), touch 6, flat-footed 24;
Base Atk +15; Grp +37; Atk Claw +21 melee (2d6+10);
Full Atk 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison);
SA Constrict 2d6+10, 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 10/magic, SR 25;
AL NE; SV Fort +15, Ref +6, Will +6;
Str 31, Dex 10, Con 16, Int -, Wis 10, Cha 2
Skills: Climb +14, Hide -8, 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. Fort DC 23, 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 +20 extra damage against a good foe

Night Hag Medium Outsider (Evil, Extraplanar); CR 9; HD 8d8+32; hp 68;
Init +1; Spd 20 ft.; Space/Reach 5 ft./5 ft.; AC 22 (+1 Dex, +11 natural), touch 11, flat-footed 21;
Base Atk +8; Grp +12; Atk Bite +12 melee (2d6+6 plus disease); Full Atk Bite +12 melee (2d6+6 plus disease);
SA Spell-like abilities, dream haunting; SQ Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25; AL NE; SV Fort +12*, Ref +9*, Will +10*;
Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats: Alertness, Combat Casting, Mounted Combat
Spell-Like Abilities(): At will-detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based. Dream
Haunting(Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone's dreams, it rides on the victim's back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
Heartstone: All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone's powers, but the periapt shatters after ten uses (any disease cured or saving throw affected counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.
Disease(Ex): Demon fever-bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.

Bebilith Huge Outsider (Chaotic, Extraplanar, Evil); CR 10; HD 12d8+96; hp 150;
Init +5; Spd 40 ft., climb 20 ft.; Space/Reach 15 ft./10 ft.;
AC
22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21;
Base Atk +12; Grp +29; Atk Bite +19 melee (2d6+9 plus poison) or web +11 ranged;
Full Atk Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged;
SA Poison, rend armor, web; SQ Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.; AL CE; SV Fort +16, Ref +9, Will +9;
Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Skills(): A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.
Poison(Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor(Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent's armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
Plane Shift(Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).
Web(Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).

Fiendish Monstrous Spider, Colossal Colossal Magical Beast (); CR 13; HD 32d8+64; hp 208;
Init +2; Spd 30 ft., climb 20 ft.; Space/Reach 40 ft./30 ft.;
AC
22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20; Base Atk +24; Grp +50;
Atk Bite +26 melee (4d6+15 plus poison); Full Atk Bite +26 melee (4d6+15 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 25; AL CE; SV Fort +20, Ref +12, Will +10;
Str 31, Dex 15, Con 14, Int -, Wis 10, Cha 2
Skills: Climb +16, Hide -10*, Jump +10*, Spot +7*
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 28, 2d8 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 28; Break DC 32; HP 18
Smite Good(Su): Once per day a fiendish creature can make a normal melee attack to deal +32 extra damage against a good foe.

Hezrou Large Outsider (Chaotic, Extraplanar, Evil); CR 11; HD 10d8+93; hp 138;
Init +0; Spd 30 ft.; Space/Reach 10 ft./10 ft.; AC 23 (-1 size, +14 natural) touch 9, flat-footed 23;
Base Atk +10; Grp +19; Atk Bite +14 melee (4d4+5);
Full Atk Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2);
SA Spell-like abilities, stench, improved grab, 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 19, telepathy 100 ft.; AL Always chaotic evil; SV Fort +16, Ref +7, Will +9;
Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats: Blind-Fight, Cleave, Power Attack, Toughness
Skills(): Hezrous have a +8 racial bonus on Listen and Spot checks.
Spell-Like Abilities(): At will-chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day-blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Improved Grab(Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Stench(Ex): A hezrou's skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou's stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.
Summon(Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.



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