Summon Nature’s Ally I

Dire rat

Eagle (animal)

Monkey (animal)

Octopus1 (animal)

Owl (animal)

Porpoise1 (animal)

Snake, Small viper (animal)

Wolf (animal)


Dire Rat Small Animal (); CR 1/3; HD 1d8+1 (5 hp);
Init +3; Spd 40 ft., climb 20 ft.; AC 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12;
Base Atk +0; Grp -4; Atk Bite +4 melee (1d4 plus disease);
Full Atk Bite +4 melee (1d4 plus disease);
SA Disease; SQ Low-light vision, scent; AL Always neutral; SV Fort +3, Ref +5, Will +3;
Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon Finesse
Disease(Ex): Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills(): Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks.

Eagle Small Animal (); CR 1/2; HD 1d8+1 (5 hp);
Init +2; Spd 10 ft., fly 80 ft. (average); AC 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12;
Base Atk +0; Grp -4; Atk Talons +3 melee (1d4);
Full Atk 2 talons +3 melee (1d4) and bite -2 melee (1d4);
SA -; SQ Low-light vision; AL Always neutral; SV Fort +3, Ref +4, Will +2;
Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
Skills(): Eagles have a +8 racial bonus on Spot checks.

Monkey Tiny Animal (); CR 1/6; HD 1d8 (4 hp);
Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 2-1/2 ft./0 ft.;
AC
14 (+2 size, +2 Dex), touch 14, flat-footed 12;
Base Atk +0; Grp -12; Atk Bite +4 melee (1d3-4); Full Atk Bite +4 melee (1d3-4);
SA -; SQ Low-light vision; AL Always neutral; SV Fort +2, Ref +4, Will +1;
Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse
Skills(): Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

Octopus Small Animal (Aquatic); CR 1; HD 2d8 (9 hp);
Init +3; Spd 20 ft., swim 30 ft.; AC 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13;
Base Atk +1; Grp +2; Atk Arms +5 melee (0); Full Atk Arms +5 melee (0) and bite +0 melee (1d3);
SA Improved grab; SQ Ink cloud, jet, low-light vision; AL N; SV Fort +3, Ref +6, Will +1;
Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Improved Grab(Ex): To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.
Ink Cloud(Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 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): An 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(): An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An 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.

Owl Tiny Animal (); CR 1/4; HD 1d8 (4 hp);
Init +3; Spd 10 ft., fly 40 ft. (average); Space/Reach 2-1/2 ft./0 ft.;
AC
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14;
Base Atk +0; Grp -11; Atk Talons +5 melee (1d4-3); Full Atk Talons +5 melee (1d4-3);
SA -; SQ Low-light vision; AL Always neutral; SV Fort +2, Ref +5, Will +2;
Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon Finesse
Skills(): Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

Porpoise Medium Animal (); CR 1/2; HD 2d8+2 (11 hp);
Init +3; Spd Swim 80 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
Base Atk +1; Grp +1; Atk Slam +4 melee (2d4); Full Atk Slam +4 melee (2d4);
SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +4, Ref +6, Will +1;
Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: Listen +8*, Spot +7*, Swim +8
Feats: Weapon Finesse
Blindsight(Ex): Porpoises 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 porpoise to rely on its vision, which is approximately as good as a human's.
Hold Breath(Ex): A porpoise can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning.
Skills(): A porpoise 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 porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

Snake, Small Viper Small Animal (); CR 1/2; HD 1d8 (4 hp);
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +0; Grp -6;
Atk Bite +4 melee (1d2-2 plus poison); Full Atk Bite +4 melee (1d2-2 plus poison);
SA Poison; SQ Scent; AL Always neutral; SV Fort +2, Ref +5, Will +1;
Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Weapon Finesse
Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 10. The save DCs are Constitution-based.

Wolf Medium Animal (); CR 1; HD 2d8+4 (13 hp);
Init +2; Spd 50 ft.; Space/Reach 5 ft./5 ft.; AC 14 (+2 Dex, +2 natural), touch 12, flat-footed 12;
Base Atk +1; Grp +2; Atk Bite +3 melee (1d6+1); Full Atk Bite +3 melee (1d6+1);
SA Trip; SQ Low-light vision, scent; AL Always neutral; SV Fort +5, Ref +5, Will +1;
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: Track, Weapon Focus (bite)
Trip(Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills(): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

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