Summon Natures Ally IV


Arrowhawk, juvenile

Bear, brown (animal)

Crocodile, giant (animal)

Deinonychus (dinosaur)

Dire ape

Dire boar

Dire wolverine

Elemental, Medium (any)

Salamander, flamebrother [NE]

Sea cat1

Shark, Huge1 (animal)

Snake, Huge viper (animal)

Tiger (animal)

Tojanida, juvenile1

Unicorn [CG]

Xorn, minor


Juvenile Arrowhawk Small Outsider (Air, Extraplanar); CR 3; HD 3d8+3 (16 hp);
Init +5; Spd Fly 60 ft. (perfect); AC 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15;
Base Atk +3; Grp +0; Atk Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1);
Full Atk Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1);
SA Electricity ray; SQ Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10; AL Always neutral; SV Fort +4, Ref +8, Will +4;
Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings)
Feats: Dodge, Weapon Finesse
Electricity Ray(Su): An arrowhawk can fire this ray once per round, with a range of 50 feet

Bear, Brown Large Animal (); CR 4; HD 6d8+24 (51 hp);
Init +1; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; Base Atk +4; Grp +16;
Atk Claw +11 melee (1d8+8); Full Atk 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4);
SA Improved grab; SQ Low-light vision, scent; AL Always neutral; SV Fort +9, Ref +6, Will +3;
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +7, Swim +12
Feats: Endurance, Run, Track
Improved Grab(Ex): To use this ability, a brown 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
Skills(): A brown bear has a +4 racial bonus on Swim checks.

Crocodile, Giant Huge Animal (); CR 4; HD 7d8+28 (59 hp);
Init +1; Spd 20 ft. (4 squares), swim 30 ft.; Space/Reach 15 ft./10 ft.;
AC
16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15; Base Atk +5; Grp +21;
Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12);
Full Atk Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12);
SA Improved grab; SQ Hold breath, low-light vision; AL N; SV Fort +9, Ref +6, Will +3;
Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: Hide +1*, Listen +5, Spot +5, Swim +16
Feats: Alertness, Endurance, Skill Focus (Hide)
Improved Grab(Ex): To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath(Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills(): A crocodile 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 crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

Deinonychus Large Animal (); CR 3; HD 4d8+16 (34 hp);
Init +2; Spd 60 ft.; Space/Reach 10 ft./5 ft.;
AC
16 (-1 size, +2 Dex, +5 natural), touch 11, flat-footed 14;
Base Atk +3; Grp +11; Atk Talons +6 melee (2d6+4);
Full Atk Talons +6 melee (2d6+4) and 2 foreclaws +1 melee (1d3+2) and bite +1 melee (2d4+2);
SA Pounce; SQ Low-light vision, scent; AL Always neutral; SV Fort +8, Ref +6, Will +2;
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: Hide +8, Jump +26, Listen +10, Spot +10, Survival +10
Feats: Run, Track
Pounce(Ex): If a deinonychus charges, it can make a full attack.
Skills(): A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Dire Ape Large Animal (); CR 3; HD 5d8+13 (35 hp);
Init +2; Spd 30 ft. (6 squares), climb 15 ft.; Space/Reach 10 ft./10 ft.;
AC
15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +13;
Atk Claw +8 melee (1d6+6); Full Atk 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3);
SA Rend 2d6+9; SQ Low-light vision, scent; AL Always neutral; SV Fort +6, Ref +6, Will +5;
Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: Alertness, Toughness
Rend(Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh doing an extra 2d6+12 point of damage.
Skills(): Racial bonus of +8 on climb checks and can always choose to take 10 even if rushed or threatened.

Dire Boar Large Animal (); CR 4; HD 7d8+21 (52 hp);
Init +0; Spd 40 ft.; Space/Reach 10 ft./5 ft.; AC 15 (-1 size, +6 natural), touch 9, flat-footed 15;
Base Atk +5; Grp +17; Atk Gore +12 melee (1d8+12); Full Atk Gore +12 melee (1d8+12);
SA Ferocity; SQ Low-light vision, scent; AL Always neutral; SV Fort +8, Ref +5, Will +8;
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: Listen +8, Spot +8
Feats: Alertness, Endurance, Iron Will
Ferocity(Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Dire Wolverine Large Animal (); CR 4; HD 5d8+23 (45 hp);
Init +3; Spd 30 ft., climb 10 ft.; Space/Reach 10 ft./5 ft.;
AC
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13; Base Atk +3; Grp +13;
Atk Claw +8 melee (1d6+6); Full Atk 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3);
SA Rage; SQ Low-light vision, scent; AL Always neutral; SV Fort +8, Ref +7, Will +5;
Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Climb +14, Listen +7, Spot +7
Feats: Alertness, Toughness, Track
Rage(Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.
Skills(): A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Air Elemental, Medium Medium Elemental (Air, Extraplanar); CR 3; HD 4d8+8 (26 hp);
Init +9; Spd Fly 100 ft. (perfect) (20 squares); AC 18 (+5 Dex, +3 natural), touch 15, flat-footed 13;
Base Atk +3; Grp +4; Atk Slam +8 melee (1d6+1); Full Atk Slam +8 melee (1d6+1);
SA Air mastery, whirlwind; SQ Darkvision 60 ft., elemental traits;
AL N; SV Fort +3, Ref +9, Will +1;
Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Flyby Attack, Improved Initiative, 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 8 ft.; Weight 2 lb.; Whirlwind Save DC 13; Damage 1d6; Whirlwind Height 10-30 ft.

Earth Elemental, Medium Medium Elemental (Earth, Extraplanar); CR 3; HD 4d8+12 (30 hp);
Init -1; Spd 20 ft. (4 squares); AC 18 (-1 Dex, +9 natural), touch 9, flat-footed 18;
Base Atk +3; Grp +8; Atk Slam +8 melee (1d8+7); Full Atk Slam +8 melee (1d8+7);
SA Earth mastery, push; SQ Darkvision 60 ft., earth glide, elemental traits;
AL N; SV Fort +7, Ref +0, Will +1;
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +4, Spot +3
Feats: Cleave, 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, Medium Medium Elemental (Fire, Extraplanar); CR 3; HD 4d8+8 (26 hp);
Init +7; Spd 50 ft. (10 squares); AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13;
Base Atk +3; Grp +4; Atk Slam +6 melee (1d6+1 plus 1d6 fire);
Full Atk Slam +6 melee (1d6+1 plus 1d6 fire);
SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold;
AL N; SV Fort +3, Ref +7, Will +1;
Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Improved Initiative, Mobility, 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 14 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, Medium Medium Elemental (Water, Extraplanar); CR 3; HD 4d8+12 (30 hp);
Init +1; Spd 20 ft. (4 squares), swim 90 ft.; AC 19 (+1 Dex, +8 natural), touch 11, flat-footed 18;
Base Atk +3; Grp +6; Atk Slam +6 melee (1d8+4); Full Atk Slam +6 melee (1d8+4);
SA Water mastery, drench, vortex; SQ Darkvision 60 ft., elemental traits;
AL N; SV Fort +7, Ref +2, Will +1;
Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Cleave, 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 15; Damage 1d6; Height 10-30 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.

Flamebrother Salamander Small Outsider (Extraplanar, Fire); CR 3; HD 4d8+8 (26 hp);
Init +1; Spd 20 ft.; AC 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18;
Base Atk +4; Grp +1; Atk Spear +6 melee (1d6+1/x3 plus 1d6 fire);
Full Atk Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire);
SA Constrict 1d4 plus 1d6 fire, heat, improved grab; SQ Darkvision 60 ft., immunity to fire, vulnerability to cold;
AL Usually evil (any); SV Fort +6, Ref +5, Will +6;
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Skills: Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11
Feats: Alertness, Multiattack
Constrict(Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Heat(Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Improved Grab(Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself 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
Skills(): Salamanders have a +4 racial bonus on Craft (blacksmithing) checks

Sea Cat Large Magical Beast (); CR 4; HD 6d10+18 (51 hp);
Init +1; Spd 10 ft., swim 40 ft.; Space/Reach 10 ft./5 ft.;
AC
18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base Atk +6; Grp +14;
Atk Claw +9 melee (1d6+4); Full Atk 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2);
SA Rend 2d6+6; SQ Darkvision 60 ft., hold breath, low-light vision, scent;
AL N; SV Fort +8, Ref +6, Will +5;
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills: Listen +8, Spot +7, Swim +12
Feats: Alertness, Endurance, Iron Will
Hold Breath(Ex): A sea cat can hold its breath for a number of rounds equal to its Constitution score before it risks drowning.
Rend(Ex): A sea cat that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an extra 2d6+6 points of damage
Skills(): A sea cat 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

Shark, Huge Huge Animal (Aquatic); CR 4; HD 10d8+20 (65 hp);
Init +6; Spd Swim 60 ft; Space/Reach 15 ft./10 ft.;
AC
15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 13;
Base Atk +7; Grp +20; Atk Bite +10 melee (2d6+7); Full Atk Bite +10 melee (2d6+7);
SA -; SQ Blindsense, keen scent; AL Always neutral; SV Fort +11, Ref +9, Will +4;
Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: Listen +10, Spot +10, Swim +13
Feats: Alertness, Great Fortitude, Improved Initiative, Iron Will
Blindsense(Ex): When underwater, a shark can locate creatures underwater within a 30-foot radius.
Keen Scent(Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills(): A 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.

Snake, Huge Viper Huge Animal (); CR 3; HD 6d8+6 (33 hp);
Init +6; Spd 20 ft., climb 20 ft., swim 20 ft.; Space/Reach 15 ft./10 ft.;
AC
15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15; Base Atk +4; Grp +15;
Atk Bite +6 melee (1d6+4 plus poison); Full Atk Bite +6 melee (1d6+4 plus poison);
SA Poison; SQ Scent; AL Always neutral; SV Fort +6, Ref +7, Will +3;
Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Feats: Improved Initiative, Run, Weapon Focus (bite)
Poison(Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 14. The save DCs are Constitution-based.

Tiger Large Animal (); CR 4; HD 6d8+18 (45 hp);
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +4; Grp +14;
Atk Claw +9 melee (1d8+6); Full Atk 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3);
SA Improved grab, pounce, rake 1d8+3; SQ Low-light vision, scent;
AL N; SV Fort +8, Ref +7, Will +3;
Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: Natural Attack (claw)
Improved Grab(Ex): To use this ability, a tiger must hit with a claw or 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 tiger charges a foe, it can make a full attack, including two rake attacks.
Rake(Ex): Attack bonus +9 melee, damage 1d8+3.
Skills(): Tigers 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 +8.

Juvenile Tojanida Small Outsider (Extraplanar, Water); CR 3; HD 3d8+6 (19 hp);
Init +1; Spd 10 ft., swim 90 ft.; AC 22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21;
Base Atk +3; Grp +1; Atk Bite +6 melee (2d6+2);
Full Atk Bite +6 melee (2d6+2) and 2 claws +1 melee (1d4+1);
SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to; AL N; SV Fort +5, Ref +4, Will +4;
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings)
Feats: Blind-Fight, Dodge
Improved Grab(Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run).
Ink Cloud(Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13. The save DCs are Constitution based.
All-Around Vision(Ex): The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.

Unicorn Large Magical Beast (); CR 3; HD 4d10+20 (42 hp);
Init +3; Spd 60 ft.; Space/Reach 10 ft./5 ft.;
AC
18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15; Base Atk +4; Grp +13;
Atk Horn +11 melee (1d8+8); Full Atk Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2);
SA -; SQ Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy; AL CG; SV Fort +9, Ref +7, Will +6;
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats: Alertness, Skill Focus (Survival)
Magic Circle Against Evil(Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities(): Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy(Ex): This power works like the druid's wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills(): Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Minor Xorn Small Outsider (Extraplanar, Earth); CR 3; HD 3d8+9 (22 hp);
Init +0; Spd 20 ft. (4 squares), burrow 20 ft.; AC 23 (+1 size, +12 natural), touch 11, flat-footed 23;
Base Atk +4; Grp +2; Atk Bite +6 melee (2d8+2);
Full Atk Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1);
SA -; SQ All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.;
AL N; SV Fort +5, Ref +3, Will +3;
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground)
Feats: Multiattack, Toughness
All-Around Vision(Ex): A xorn's symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can't be flanked.
Earth Glide(Ex): A xorn 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 xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.


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