Summon Nature’s Ally VI

Dire bear

Elemental, Huge (any)

Elephant (animal)

Girallon

Megaraptor (dinosaur)

Octopus, giant1 (animal)

Pixie* (sprite) [NG; no special arrows]

Salamander, average [NE]

Whale, baleen1

Xorn, average

*Can’t cast irresistible dance


Dire Bear Large Animal (); CR 7; HD 12d8+51 (105 hp);
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; SQ Low-light vision, scent; AL Always neutral; 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.

Air Elemental, Huge Huge Elemental (Air, Extraplanar); CR 7; HD 16d8+64 (136 hp);
Init +13; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
21 (-2 size, +9 Dex, +4 natural), touch 17, flat-footed 12;
Base Atk +12; Grp +24; Atk Slam +19 melee (2d8+4); Full Atk 2 slams +19 melee (2d8+4);
SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits;
AL Usually neutral; SV Fort +9, Ref +19, Will +5;
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, 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 32 ft.; Weight 8 lb.; Whirlwind Save DC 22; Damage 2d8; Whirlwind Height 10-50 ft.

Earth Elemental, Huge Huge Elemental (Earth, Extraplanar); CR 7; HD 16d8+80 (152 hp);
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +29; Atk Slam +19 melee (2d10+9); Full Atk 2 slams +19 melee (2d10+9);
SA Earth mastery, push; SQ Damage reduction 5/-, earth glide, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +15, Ref +4, Will +7;
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +10, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 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, Huge Huge Elemental (Fire, Extraplanar); CR 7; HD 16d8+64 (136 hp);
Init +11; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
19 (-2 size, +7 Dex, +4 natural), touch 15, flat-footed 12; Base Atk +12; Grp +24;
Atk Slam +17 melee (2d8+4 plus 2d8 fire); Full Atk 2 slams +17 melee (2d8+4 plus 2d8 fire);
SA Burn; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL Usually neutral; SV Fort +9, Ref +17, Will +7;
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Mobility, Spring Attack, 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 22 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, Huge Huge Elemental (Water, Extraplanar); CR 7; HD 16d8+80 (152 hp);
Init +4; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
21 (-2 size, +4 Dex, +9 natural), touch 12, flat-footed 17;
Base Atk +12; Grp +27; Atk Slam +17 melee (2d10+7); Full Atk 2 slams +17 melee (2d10+7);
SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +15, Ref +9, Will +7;
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
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 25; Damage 2d8; Height 10-50 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.

Elephant Huge Animal (); CR 7; HD 11d8+55 (104 hp);
Init +0; Spd 40 ft.; Space/Reach 15 ft./10 ft.; AC 15 (-2 size, +7 natural), touch 8, flat-footed 15;
Base Atk +8; Grp +26; Atk Gore +16 melee (2d8+15); Full Atk Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15);
SA Trample 2d8+15; SQ Low-light vision, scent; AL N; SV Fort +12, Ref +7, Will +6;
Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +12, Spot +10
Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
Trample(Ex): Reflex half DC 25. The save DC is Strength-based

Girallon Large Magical Beast (); CR 6; HD 7d10+20 (58 hp);
Init +3; Spd 40 ft., climb 40 ft.; Space/Reach 10 ft./10 ft.;
AC
16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15; Base Atk +7; Grp +17;
Atk Claw +12 melee (1d4+6); Full Atk 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3);
SA Rend 2d4+9; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5;
Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: Climb +14, Move Silently +8, Spot +6
Feats: Iron Will, Toughness (2)
Rend(Ex): A girallon that hits with two or more claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.
Skills(): A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

Megaraptor Huge Animal (); CR 6; HD 8d8+43 (79 hp);
Init +2; Spd 60 ft.; Space/Reach 15 ft./10 ft.;
AC
16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; Base Atk +6; Grp +19;
Atk Talons +9 melee (2d8+5);
Full Atk Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2);
SA Pounce; SQ Low-light vision, scent; AL Always neutral; SV Fort +10, Ref +8, Will +4;
Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track
Pounce(Ex): If a megaraptor charges, it can make a full attack.
Skills(): A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks

Octopus, Giant Large Animal (Aquatic); CR 8; HD 8d8+11 (47 hp);
Init +2; Spd 20 ft., swim 30 ft.; Space/Reach 10 ft./10 ft. (20 ft. with tentacle);
AC
18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16; Base Atk +6; Grp +15;
Atk Tentacle +10 melee (1d4+5);
Full Atk 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2);
SA Improved grab, constrict; SQ Ink cloud, jet, low-light vision;
AL N; SV Fort +7, Ref +8, Will +3;
Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats: Alertness, Skill Focus (Hide), Toughness
Constrict(Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check
Improved Grab(Ex): To use this ability, a giant octopus 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
Ink Cloud(Ex): A giant octopus 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 octopus normally uses to escape a losing fight. All vision within the cloud is obscured
Jet(Ex): A giant 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(): A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant 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

Pixie Small Fey (); CR 4 (5 with irresistible dance); HD 1d6 (3 hp);
Init +4; Spd 20 ft., fly 60 ft. (good); AC 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12;
Base Atk +0; Grp -6; Atk Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/?3); Full Atk Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/x3;
SA Spell-like abilities, special arrows; SQ Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15; AL Always neutral good; SV Fort +0, Ref +6, Will +4;
Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8
Feats: Dodge, Weapon Finesse
Greater Invisibility(Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action
Spell-Like Abilities(): 1/day-lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.

Average Salamander Medium Outsider (Extraplanar, Fire); CR 6; HD 9d8+18 (58 hp);
Init +1; Spd 20 ft.; Space/Reach 5 ft./5 ft. (10 ft. with tail);
AC
18 (+1 Dex, +7 natural), touch 11, flat-footed 17;
Base Atk +9; Grp +11; Atk Spear +11 melee (1d8+3/x3 plus 1d6 fire);
Full Atk Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire);
SA Constrict 2d6+1 plus 1d6 fire, heat, improved grab; SQ Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL Usually evil (any); SV Fort +8, Ref +7, Will +8;
Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Skills: Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8
Feats: Alertness, Multiattack, Power Attack
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

Baleen Whale Gargantuan Animal (); CR 6; HD 12d8+78 (132 hp);
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 Tail slap +17 melee (1d8+18); Full Atk Tail slap +17 melee (1d8+18);
SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +14, Ref +9, Will +5;
Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Toughness (2)

Average Xorn Medium Outsider (Extraplanar, Earth); CR 6; HD 7d8+17 (48 hp);
Init +0; Spd 20 ft., burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk +7;
Grp +10; Atk Bite +10 melee (4d6+3);
Full Atk Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+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 +7, Ref +5, Will +5;
Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground)
Feats: Cleave, Multiattack, Power Attack, 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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