Summon Nature’s Ally IX

Elemental, elder

Grig [NG; with fiddle] (sprite)

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

Unicorn, celestial charger

*Can cast irresistible dance


Air Elemental, Elder Huge Elemental (Air, Extraplanar); CR 11; HD 24d8+96 (204 hp);
Init +15; Spd Fly 100 ft. (perfect); Space/Reach 15 ft./15 ft.;
AC
27 (-2 size, +11 Dex, +8 natural), touch 19, flat-footed 16;
Base Atk +18; Grp +32; Atk Slam +27 melee (2d8+6); Full Atk 2 slams +27 melee (2d8+6);
SA Air mastery, whirlwind; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL Usually neutral; SV Fort +12, Ref +25, Will +10;
Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Blind-fight, Cleave, 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 40 ft.; Weight 2 lb.; Whirlwind Save DC 28; Damage 2d8; Whirlwind Height 10-60 ft

Earth Elemental, Elder Huge Elemental (Earth, Extraplanar); CR 11; HD 24d8+120 (228 hp);
Init -1; Spd 30 ft.; Space/Reach 15 ft./15 ft.;
AC
22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22; Base Atk +18; Grp +37;
Atk Slam +27 melee (2d10+11/19-20); Full Atk slams +27 melee (2d10+11/19-20);
SA Earth mastery, push; SQ Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits; AL Usually neutral; SV Fort +19, Ref +7, Will +10;
Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), 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, Elder Huge Elemental (Fire, Extraplanar); CR 11; HD 24d8+96 (204 hp);
Init +13; Spd 60 ft.; Space/Reach 15 ft./15 ft.;
AC
25 (-2 size, +9 Dex, +8 natural), touch 17, flat-footed 16; Base Atk +18; Grp +32;
Atk Slam +26 melee (2d8+6 plus 2d8 fire); Full Atk 2 slams +26 melee (2d8+6 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 +14, Ref +23, Will +10;
Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +28, Spot +29
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Great Fortitude, 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 26 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, Elder Huge Elemental (Water, Extraplanar); CR 11; HD 24d8+120 (228 hp);
Init +6; Spd 30 ft., swim 120 ft.; Space/Reach 15 ft./15 ft.;
AC
23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17; Base Atk +18; Grp +35;

Atk Slam +25 melee (2d10+9/19-20); Full Atk 2 slams +25 melee (2d10+9/19-20);
SA Water mastery, drench, vortex; SQ Damage reduction 10/-, darkvision 60 ft., elemental traits;
AL Usually neutral; SV Fort +19, Ref +16, Will +10;
Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills: Listen +29, Spot +29
Feats: Alertness, Cleave, Great Cleave, Improved Critical (slam), 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 31; 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.

Grig Tiny Fey (); CR 1; HD 1/2 d6+1 (2 hp);
Init +4; Spd 20 ft., fly 40 ft. (poor); Space/Reach 2-1/2 ft./0 ft.;
AC
18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16;
Base Atk +0; Grp -11; Atk Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3); Full Atk Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/x3);
SA Spell-like abilities, fiddle; SQ Damage reduction 5/cold iron, low-light vision, spell resistance 17; AL Always neutral good; SV Fort +1, Ref +6, Will +3;
Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3
Feats: Dodge, Weapon Finesse
Spell-Like Abilities(): 3/day-disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
Fiddle(Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills(): Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.

Unicorn Celestial Cleric 7, Large Magical Beast (Extraplanar); CR 13;
HD 8d10+40+7d8+35 (150 hp); Init +4; Spd 60 ft.; Space/Reach 10 ft./5 ft.;
AC
24 (-1 size, +4 Dex, +6 natural, +5 Bracers of armor), touch 13*, flat-footed 20;
Base Atk +13; Grp +24; Atk Horn +22 melee (1d8+10);
Full Atk Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3);
SA turn undead 13/day, spells, smite evil; SQ Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy, DR 10/magic, Resistance to acid, cold, and electricity 10, SR 20;
AL CG; SV Fort +16, Ref +12, Will +15;
Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22

The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Skills: Concentration +11, Knowledge(nature) +9, Knowledge(religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Turning, Run, 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 20, 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.

Smite Evil (Su):Once per day a celestial creature can make a normal melee attack to deal +15 extra damage against an evil foe.
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.

Spells Prepared(6,7,6,5,4; DC 18+spell level) Domains: Animal and Good

1st: bless(x2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith

2nd: aid*(x2), animal messenger, lesser restoration, remove paralysis, shield other

3rd: dominate animal*, prayer, protection from energy, remove curse, searing light

4th: air walk, divine power, restoration, holy smite*

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