Summon Monster IV

Valmiiksi statitettu augment summonilla.

Fiendish Dire Wolf

(Tripper, DR)

Size/Type: Large Magical Beast
Hit Dice: 6d8+30 (57 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+17
Attack: Bite +13 melee (1d8+13 plus Trip at +13)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip +13, Smite Good (+6 damage vs good)
Special Qualities: Darkvision 60 ft., Scent, Low-light vision, DR 5/magic, Resist cold 5 and fire 5, SR 11
Saves: Fort +10, Ref +7, Will +6
Abilities: Str 29, Dex 15, Con 21, Int 3, Wis 12, Cha 10
Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: Alertness, Run, Track(B), Weapon Focus (bite)
Alignment: Always Lawful Evil
Languages: Infernal

Trip (Ex)

A dire wolf that hits with a bite attack can attempt to trip its opponent (+13 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 dire wolf.

A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.

*It also has a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Giant Wasp

(aerial)

Size/Type: Large Magical Beast
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Fly 60 (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Sting +8 melee (1d3+9 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison (Fort DC 16, 1d6 Dex / 1d6 Dex), Smite Good (+5 damage vs good)
Special Qualities: Darkvision 60 ft., Vermin Traits, resist fire 5 and cold 5, DR 5/magic, SR 10
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 22, Dex 12, Con 118, Int 3, Wis 13, Cha 11
Skills: Spot +9, Survival +1*
Feats: -
Alignment: Always Lawful Evil
Languages: Infernal

Poison (Ex)

Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


Fiendish Giant Praying Mantis

(Fa la la la laa la lal lal laa)

Size/Type: Large Magical Beast
Hit Dice: 4d8+16 (34 hp)
Initiative: -1
Speed: 20 ft. (4 squares), fly 40 (8 squares, poor)
Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: +3/+13
Attack: Claws +8 melee (1d8+7)
Full Attack: Claws +8 melee (1d8+7) and bite +3 melee (1d6+3) Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, Smite Good (+4 damage vs good)
Special Qualities: Darkvision 60 ft., Vermin traits, DR 5/magic, Resist cold 5 and fire 5, SR 9
Saves: Fort +8, Ref +0, Will +3
Abilities: Str 23, Dex 8, Con 19, Int 3, Wis 14, Cha 11
Skills: Hide -1*, Spot +6
Feats: -
Alignment: Always Neutral Evil
Languages: Infernal or Abyssal

Improved Grab (Ex)

To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).

A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

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Fiendish Shark, Large

(aerial)

Size/Type: Large Magical Beast
Hit Dice: 5d8+20 (42 hp)
Initiative: +1
Speed: 20 ft. (4 squares), Fly 60 (12 squares)
Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +3/+13
Attack: Sting +8 melee (1d3+9 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison (Fort DC 16, 1d6 Dex / 1d6 Dex)
Special Qualities: Darkvision 60 ft., Vermin Traits, resist fire 5 and cold 5, DR 5/magic, SR 10
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 22, Dex 12, Con 118, Int 3, Wis 13, Cha 11
Skills: Spot +9, Survival +1*
Feats: -
Alignment: Always Lawful Evil
Languages: Infernal

Poison (Ex)

Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.

Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.


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