Summon Nature’s Ally III

Ape (animal)

Dire weasel

Dire wolf

Eagle, giant [NG]

Lion

Owl, giant [NG]

Satyr [CN; without pipes]

Shark, Large1 (animal)

Snake, constrictor (animal)

Snake, Large viper (animal)

Thoqqua

Ape Large Animal (); CR 2; HD 4d8+11 (29 hp);
Init +2; Spd 30 ft., climb 30 ft.; Space/Reach 10 ft./10 ft.;
AC
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +12;
Atk Claws +7 melee (1d6+5); Full Atk 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2);
SA -; SQ Low-light vision, scent; AL Always neutral; SV Fort +6, Ref +6, Will +2;
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +6, Spot +6
Feats: Alertness, Toughness
Skills(): Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Dire Weasel Medium Animal (); CR 2; HD 3d8 (13 hp);
Init +4; Spd 40 ft.; Space/Reach 5 ft./5 ft.; AC 16 (+4 Dex, +2 natural), touch 14, flat-footed 12;
Base Atk +2; Grp +4; Atk Bite +6 melee (1d6+3); Full Atk Bite +6 melee (1d6+3);
SA Attach, blood drain; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +7, Will +4;
Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
Feats: Alertness, Stealthy , Weapon Finesse
Attach(Ex): A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain(Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

Dire Wolf Large Animal (); CR 3; HD 6d8+18 (45 hp);
Init +2; Spd 50 ft.; Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12;
Base Atk +4; Grp +15; Atk Bite +11 melee (1d8+10); Full Atk Bite +11 melee (1d8+10);
SA Trip; SQ Low-light vision, scent; AL Always neutral; SV Fort +8, Ref +7, Will +6;
Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, Track, Weapon Focus (bite)
Trip(Ex): A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 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 dire wolf.
Skills(): A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.

Eagle, Giant Large Magical Beast (); CR 3; HD 4d10+4 (26 hp);
Init +3; Spd 10 ft., fly 80 ft. (average); Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12;
Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2);
SA -; SQ Low-light vision, evasion; AL Usually neutral good; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: Alertness, Flyby Attack
Evasion(Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
Skills(): Giant eagles have a +4 racial bonus on Spot checks

Lion Large Animal (); CR 3; HD 5d8+10 (32 hp);
Init +3; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +3; Grp +12;
Atk Claw +7 melee (1d4+5); Full Atk 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2);
SA Pounce, improved grab, rake 1d4+2; SQ Low-light vision, scent;
AL N; SV Fort +6, Ref +7, Will +2;
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run
Pounce(Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab(Ex): To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake(Ex): Attack bonus +7 melee, damage 1d4+2.
Skills(): Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

Owl, Giant Large Magical Beast (); CR 3; HD 4d10+4 (26 hp);
Init +3; Spd 10 ft., fly 70 ft. (average); Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +4; Grp +12;
Atk Claw +7 melee (1d6+4); Full Atk 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2);
SA -; SQ Superior lowlight vision; AL Usually neutral good; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats: Alertness, Wingover
Superior Low-Light Vision(Ex): A giant owl can see five times as far as a human can in dim light.
Skills(): Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. *When in flight, giant owls gain a +8 bonus on Move Silently checks.
Carrying Capacity(): A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Satyr Medium Fey (); CR 2; HD 5d6+5 (22 hp);
Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 natural), touch 11, flat-footed 14;
Base Atk +2; Grp +2; Atk Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3); Full Atk Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/x3);
SA Pipes; SQ Damage reduction 5/cold iron, low-light vision; AL CN; SV Fort +2, Ref +5, Will +5;
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)
Feats: Alertness, Dodge, Mobility
Skills(): Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks

Constrictor Snake Medium Animal (); CR 2; HD 3d8+6 (19 hp);
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.; AC 15 (+3 Dex, +2 natural), touch 13, flat-footed 12;
Base Atk +2; Grp +5; Atk Bite +5 melee (1d3+4); Full Atk Bite +5 melee (1d3+4);
SA Constrict 1d3+4, improved grab; SQ Scent; AL Always neutral; SV Fort +4, Ref +6, Will +2;
Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats: Alertness, Toughness
Constrict(Ex): On a successful grapple check, a constrictor snake deals the indicated damage.
Improved Grab(Ex): To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Snake, Large Viper Large Animal (); CR 2; HD 3d8 (13 hp);
Init +7; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +2; Grp +6;
Atk Bite +4 melee (1d4 plus poison); Full Atk Bite +4 melee (1d4 plus poison);
SA Poison; SQ Scent; AL Always neutral; SV Fort +3, Ref +6, Will +2;
Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8
Feats: Improved Initiative, Weapon Finesse
Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 11. The save DCs are Constitution-based.

Thoqqua Medium Elemental (Earth, Extraplanar, Fire); CR 2; HD 3d8+3 (16 hp);
Init +1; Spd 30 ft., burrow 20 ft.; AC 18 (+1 Dex, +7 natural), touch 11, flat-footed 17; Base Atk +2; Grp +4; Atk Slam +4 melee (1d6+3 plus 2d6 fire); Full Atk Slam +4 melee (1d6+3 plus 2d6 fire);
SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL Usually neutral; SV Fort +4, Ref +2, Will +2;
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +3, Survival +3
Feats: Alertness, Track
Heat(Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.
Burn(Ex): When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

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