Summon Monster III

Valmiiksi statitettu augment summonilla.

Ant, Soldier

Aurochs (herd animal)*


Fiendish Ape

(Climber, Reach)

Small Magical Beast (Extraplanar)
Hit Dice: 3d8+15 (28 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/CMB/CMD: +2/+8/20
Melee: 2 Slams +5 (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smite Good 1/day (+3 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Resistance toCold 5 and Fire 5, Spell Resistance 8
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Skills: Acrobatics +6, Climb +16, Perception +8
Feats: Great Fortitude, Skill Focus(Perception)
Alignment: Always Evil
Languages: Infernal

Skills

Fiendish Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Fiendish Boar 3.5e Statit

(Sack O' HP, Detector)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8+21 (34 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/CMB/CMD: +2/+6/16
Attack: Gore +6 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity, Smite Good 1/day (+3 damage vs a good target)
Special Qualities: Low-light vision, Scent, resistance to fire 5 and cold 5, darkvision 60 ft, Spell Resistance 8
Saves: Fort +8, Ref +3, Will +2
Abilities: Str 19, Dex 10, Con 21, Int 3, Wis 13, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Toughness
Alignment: Always Neutral Evil
Languages: Infernal or Abyssal

Ferocity (Ex)

A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.


Fiendish Cheetah 3.5e Statit

(CHAAAAARGE!)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8+15 (28 hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/CMB/CMD: +2/+7/21
Attack: Bite +7 melee (1d6+7)
Full Attack: Bite +7 melee (1d6+7) and 2 claws +2 melee (1d2+2) Space/Reach: 5 ft./5 ft.
Special Attacks: Trip, Smite Good 1/day (+3 damage vs a good target)
Special Qualities: Low-light vision, Scent, resistance to fire 5 and cold 5, darkvision 60 ft, Sprint, Spell Resistance 8
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 20, Dex 19, Con 19, Int 3, Wis 12, Cha 6
Skills: Perception +4, Stealth +6
Feats: Alertness, Weapon Finesse
Alignment: Always Neutral Evil
Languages: Infernal or Abyssal

Trip (Ex)

A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 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 cheetah.

Sprint (Ex)

Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.(:divend:)

Fiendish Constrictor Snake 3.5e Statit

(Detector)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8+15 (28 hp)
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft.(4 squares), swim 20 ft.(4 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/CMB/CMD: +2/+7/20
Attack: Bite +7 melee (1d3+7 plus improved grab)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+7, improved grab, Smite Good 1/day (+3 damage vs a good target)
Special Qualities: Scent, resistance to fire 5 and cold 5, darkvision 60 ft, Spell Resistance 8
Saves: Fort +6, Ref +6, Will +2
Abilities: Str 21, Dex 17, Con 17, Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +16, Hide +10, Listen +7, Spot +7, Swim +13
Feats: Alertness, Improved Initiative, Toughness
Alignment: Always Lawful Evil
Languages: Infernal

Constrict (Ex)

On a successful grapple check, a constrictor snake deals 1d3+4 points of 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.


Fiendish Crocodile 3.5e Statit

(Basic)

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8+18 (31 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Swim 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/CMB/CMD: +2/+8/19
Attack: Bite +8 melee (1d8+9 plus Improved Grab) or Tail Slap +8 melee (1d12+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved Grab, Smite Good 1/day (+3 damage vs good)
Special Qualities: Hold breath, low-light vision, resist fire 5, and cold 5, darkvision 60ft Spell Resistance 8
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 23, Dex 12, Con 21, Int 3, Wis 12, Cha 2
Skills: Hide +7*, Listen +4, Spot +4, Swim +14
Feats: Alertness, Skill Focus (Hide)
Alignment: Always Evil
Languages: Abyssal/Infernal

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 × 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.

Fiendish Dire Bat

(Detector, Tank)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 4d8+16 (34 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 40 ft.(good, 8 squares)
Armor Class: 14 (-1 Size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/CMB/CMD: +3/+9/21
Attack: Bite +7 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Smite Good 1/day (+4 damage vs a good target)
Special Qualities: Blindsense 40ft., resistance to fire 5 and cold 5, darkvision 60 ft, Spell Resistance 9
Saves: Fort +7, Ref +6, Will +3
Abilities: Str 21, Dex 15, Con 17, Int 2, Wis 14, Cha 6
Skills: Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 Perception when using blindsense
Feats: Alertness, Stealthy
Alignment: Always Neutral Evil
Languages: Infernal or Abyssal

Blindsense (Ex)

A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.

Skills

Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.


Dretch (demon), CE 3.5e Statit

(Spellcaster, DR)

Size/Type: Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 15
Base Attack/CMB/CMD: +2/+4/14
Attack: Claw +6 melee (1d6+3)
Full Attack: 2 Claw +6 melee (1d6+3) and Bite +4 melee(1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, summon demon
Special Qualities: DR 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: Fort +7, Ref +3, Will +3
Abilities: Str 16, Dex 10, Con 18, Int 5, Wis 11, Cha 11
Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats: Multiattack
Alignment: Chaotic Evil
Languages: Abyssal

A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities

1/day—scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.

Summon Demon (Sp)

Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Telepathy (Su)

Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

Fiendish Electric Eel


Fiendish Giant Lizard

Lantern Archon 3.5e Statit

(Spellcaster, DR)

Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 1d8+6 (8 hp)
Initiative: +4
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/CMB/CMD: +1/-3/7
Attack: Light ray +2 ranged touch (1d6)
Full Attack: 2 Light rays +2 ranged touch (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves: Fort +4(+8 vs poison), Ref +2, Will +2
Abilities: Str 5, Dex 11, Con 14, Int 6, Wis 11, Cha 10
Skills: Diplomacy +4, Knowledge (the planes) +2, Perception +4(+2 following tracks), Sense Motive +4
Feats: Improved Initiative
Alignment: Always Lawful Good
Languages: Celestial

Aura of Menace (Su)

Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours. Will DC 12 negates.

Light Ray (Ex)

A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities

At will—aid, detect evil, continual flame. Caster level 3rd.


Fiendish Leopard 3.5e Statit

(CHAAAAARGE!)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8+15 (28 hp)
Initiative: +4
Speed: 40 ft. (8 squares), Climb 20 ft. (4 squares)
Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/CMB/CMD: +2/+7/21
Attack: Bite +7 melee (1d6+7)
Full Attack: Bite +7 melee (1d6+7) and 2 claws +2 melee (1d3+2) Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 1d3+2, Smite Good 1/day (+3 damage vs a good target)
Special Qualities: Low-light vision, Scent, resistance to fire 5 and cold 5, darkvision 60 ft, Sprint, Spell Resistance 8
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 20, Dex 19, Con 19, Int 3, Wis 12, Cha 6
Skills: Balance +12, Climb +11, Jump +11, Perception +6, Stealth +8
Feats: Alertness, Weapon Finesse
Alignment: Always Evil
Languages: Infernal or Abyssal

Improved Grab (Ex)

To use this ability, a leopard 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 leopard charges a foe, it can make a full attack, including two rake attacks.

Rake (Ex)

Attack bonus +6 melee, damage 1d3+1.

Skills

Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Stealth checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

Fiendish Shark 3.5e Statit

(Aquatic, Mount)

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8+12 (25 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/CMB/CMD: +2/+5/17
Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+3 damage vs good)
Special Qualities: Blindsense, keen scent, resist fire 5, and cold 5, darkvision 60ft., Spell Resistance 8
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2
Skills: Perception +6, Swim +11
Feats: Alertness, Weapon Finesse
Alignment: Always Evil
Languages: Abyssal/Infernal

Blindsense (Ex)

A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.

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.


Fiendish Wolverine 3.5e Statit

(Basic)

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8+24 (37 hp)
Initiative: +2
Speed: 30 ft. (6 squares), Burrow 10 ft. (2 squares) Climb 10 ft. (2 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/CMB/CMD: +2/+6/18
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 Claws +6 melee (1d4+4) and Bite +1 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, Smite Good 1/day (+3 damage vs good)
Special Qualities: Low-light vision, scent, resist fire 5, and cold 5, darkvision 60ft Spell Resistance 8
Saves: Fort +9, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 23, Int 3, Wis 12, Cha 10
Skills: Climb +12, Listen +6, Spot +6
Feats: Alertness, Toughness, Track (B)
Alignment: Chaotic Evil
Languages: Abyssal

Rage (Ex)

A 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. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Skills

Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


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