Summon Nature’s Ally VII

Arrowhawk, elder

Dire tiger

Elemental, greater (any)

Djinni (genie) [NG]

Invisible stalker

Pixie* (sprite) [NG; with sleep arrows]

Squid, giant1 (animal)

Triceratops (dinosaur)

Tyrannosaurus (dinosaur)

Whale, cachalot1 (animal)

Xorn, elder

*Can’t cast irresistible dance


Elder Arrowhawk Large Outsider (Air, Extraplanar); CR 8; HD 15d8+45 (112 hp);
Init +5; Spd Fly 60 ft. (perfect); Space/Reach 10 ft./5 ft.;
AC
22 (-1 size, +5 Dex, +8 natural), touch 14, flat-footed 17; Base Atk +15; Grp +25;
Atk Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9);
Full Atk Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9);
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 +12, Ref +14, Will +10;
Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)
Electricity Ray(Su): An arrowhawk can fire this ray once per round, with a range of 50 feet

Dire Tiger Large Animal (); CR 8; HD 16d8+48 (120 hp);
Init +2; Spd 40 ft.; Space/Reach 10 ft./5 ft.;
AC
17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15; Base Atk +12; Grp +24;
Atk Claw +20 melee (2d4+8); Full Atk 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4);
SA Improved grab, pounce, rake 2d4+4; SQ Low-light vision, scent;
AL N; SV Fort +13, Ref +12, Will +11;
Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Improved Grab(Ex): To use this ability, a dire tiger 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
Pounce(Ex): If a dire tiger charges, it can make a full attack, including two rake attacks
Rake(Ex): Attack bonus +18 melee, damage 2d4+4
Skills(): Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8

Air Elemental, Greater Huge Elemental (Air, Extraplanar); CR 9; HD 21d8+84 (178 hp);
Init +14; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
26 (-2 size, +10 Dex, +8 natural), touch 18, flat-footed 16;
Base Atk +15; Grp +28; Atk Slam +23 melee (2d8+5); Full Atk 2 slams +23 melee (2d8+5);
SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +11, Ref +22, Will +9;
Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-fight, 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 36 ft.; Weight 10 lb.; Whirlwind Save DC 25; Damage 2d8; Whirlwind Height 10-60 ft.

Earth Elemental, Greater Huge Elemental (Earth, Extraplanar); CR 9; HD 21d8+105 (199 hp);
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20;
Base Atk +15; Grp +33; Atk Slam +23 melee (2d10+10); Full Atk 2 slams +23 melee (2d10+10);
SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +17, Ref +6, Will +9;
Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 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, Greater Huge Elemental (Fire, Extraplanar); CR 9; HD 21d8+84 (178 hp);
Init +12; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
24 (-2 size, +8 Dex, +8 natural), touch 16, flat-footed 16; Base Atk +15; Grp +28;
Atk Slam +22 melee (2d8+5 plus 2d8 fire); Full Atk 2 slams +22 melee (2d8+5 plus 2d8 fire);
SA Burn; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; AL Usually neutral; SV Fort +11, Ref +20, Will +9;
Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, 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 24 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, Greater Huge Elemental (Water, Extraplanar); CR 9; HD 21d8+105 (199 hp);
Init +5; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17;
Base Atk +15; Grp +31; Atk Slam +21 melee (2d10+8); Full Atk 2 slams +21 melee (2d10+8);
SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +17, Ref +14, Will +9;
Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11
Skills: Listen +14, Spot +14
Feats: Alertness, Cleave, Great Cleave, 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 28; 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.

Djinni Large Outsider (Air, Extraplanar); CR 5 (noble 8); HD 7d8+14 (45 hp);
Init +8; Spd 20 ft., fly 60 ft. (perfect); Space/Reach 10 ft./10 ft.;
AC
16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12;
Base Atk +7; Grp +15; Atk Slam +10 melee (1d8+4); Full Atk 2 slams +10 melee (1d8+4);
SA Air mastery, spell-like abilities, whirlwind; SQ Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.; AL Always chaotic good; SV Fort +7, Ref +9, Will +7;
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Air Mastery(Ex): Airborne creatures take a -1 penalty on attack and damage rolls against a djinni
Spell-Like Abilities(): At will-invisibility (self only); 1/day- create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based
Whirlwind(Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it 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. The djinni controls the exact height, but it must be at least 10 feet. A djinni's movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature's space. Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment. Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make 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 djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind's volume. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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. A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it

Invisible Stalker Large Elemental (Air, Extraplanar); CR 7; HD 8d8+16 (52 hp);
Init +8; Spd 30 ft., fly 30 ft. (perfect); Space/Reach 10 ft./10 ft.;
AC
17 (-1 size, +4 Dex, +4 natural), touch 13, flat-footed 13;
Base Atk +6; Grp +14; Atk Slam +10 melee (2d6+4); Full Atk 2 slams +10 melee (2d6+4);
SA -; SQ Darkvision 60 ft., elemental traits, natural invisibility, improved tracking;
AL Usually neutral; SV Fort +4, Ref +10, Will +4;
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Natural Invisibility(Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking(Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage

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.
Special Arrows(Ex): Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus

Squid, Giant Huge Animal (Aquatic); CR 9; HD 12d8+18 (72 hp);
Init +3; Spd Swim 80 ft.; Space/Reach 15 ft./15 ft. (30 ft. with tentacle);
AC
17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14; Base Atk +9; Grp +29;
Atk Tentacle +15 melee (1d6+8);
Full Atk 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4);
SA Constrict 1d6+8, improved grab; SQ Ink cloud, jet, low-light vision;
AL Always neutral; SV Fort +9, Ref +11, Will +5;
Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: Listen +10, Spot +11, Swim +16
Feats: Alertness, Diehard, Endurance, Toughness (2)
Constrict(Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check
Improved Grab(Ex): To use this ability, a giant squid 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. *A giant squid has a +4 racial bonus on grapple checks
Ink Cloud(Ex): A giant squid 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 squid normally uses to escape a losing fight. All vision within the cloud is obscured
Jet(Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting
Skills(): A giant squid 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

Triceratops Huge Animal (); CR 9; HD 16d8+124 (196 hp);
Init -1; Spd 30 ft.; Space/Reach 15 ft./10 ft.;
AC
18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18;
Base Atk +12; Grp +30; Atk Gore +20 melee (2d8+15); Full Atk Gore +20 melee (2d8+15);
SA Powerful charge, trample 2d12+15; SQ Low-light vision, scent;
AL N; SV Fort +19, Ref +9, Will +6;
Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: Listen +13, Spot +12
Feats: Alertness, Great Fortitude, Toughness (4)
Powerful Charge(Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage
Trample(Ex): Reflex half DC 28. The save DC is Strength-based

Tyrannosaurus Huge Animal (); CR 8; HD 18d8+99 (180 hp);
Init +1; Spd 40 ft.; Space/Reach 15 ft./10 ft.;
AC
14 (-2 size, +1 Dex, +5 natural) touch 9, flat-footed 13;
Base Atk +13; Grp +30; Atk Bite +20 melee (3d6+13); Full Atk Bite +20 melee (3d6+13);
SA Improved grab, swallow whole; SQ Low-light vision, scent;
AL Always neutral; SV Fort +16, Ref +12, Will +8;
Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide -2, Listen +14, Spot +14
Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Improved Grab(Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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 the following round.
Swallow Whole(Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus's gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents
Skills(): A tyrannosaurus has a +2 racial bonus on Listen and Spot checks

Cachalot Whale Gargantuan Animal (); CR 7; HD 12d8+87 (141 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 Bite +17 melee (4d6+12); Full Atk Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6);
SA -; SQ Blindsight 120 ft., hold breath, low-light vision; AL N; SV Fort +15, Ref +9, Will +6;
Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills: Listen +15*, Spot +14*, Swim +20
Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness

Elder Xorn Large Outsider (Extraplanar, Earth); CR 8; HD 15d8+63 (130 hp);
Init +0; Spd 20 ft., burrow 20 ft.; Space/Reach 10 ft./10 ft.;
AC
25 (-1 size, +16 natural), touch 9, flat-footed 25; Base Atk +14; Grp +25;
Atk Bite +21 melee (4d8+7); Full Atk Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3);
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 Usually neutral; SV Fort +13, Ref +9, Will +9;
Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, 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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