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Summon Monster IIFormian worker LN Lemure (devil) LE Fiendish squid (animal) LE Fiendish wolf (animal) LE Fiendish shark, NE Fiendish viper (animal)Tiny CE Fiendish hyena (animal) [treat as CE wolf (animal)] Fiendish octopus (animal) CE Celestial Eagle Small Outsider; CR 1/2; HD 1d8+1; HP 5; Init +2 (Dex); Spd 10 ft, fly 40 ft. (average); AC 14 (+1 size, +2 dex, +1 natural); Atks 2 claws +3 melee (1d3), bite -2 melee(1d4); SA Smite Evil; SQ Darkvision 60 feet, SR 1, Acid, cold, and electricity resistance 5; AL CG; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6; Skills: Listen +6, Spot +6*, Wilderness Lore +1; Feats: Weapon Finesse (claw, bite) Skills: *Eagles receive a +8 racial bonus to Spot checks during daylight. Smite Evil (Su): Once per day the creature can make a normal attack to deal +1 additional damage against evil creatures. Formarian Worker Small Outsider; CR 1/2; HD 1d8+1; HP 5; Init +2 (Dex); Spd40 ft; AC 15 (+2 size, +3 dex); Atks 2 claws +5 melee (1d2-1), bite +0 melee (1d3-1); SA Hive Minde; SQ Immunities, resistances; AL LN; SV Fort +3, Ref +4, Will +2; Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9; Skills: Craft (any one) +3, Climb +3; Feats: Skill Focus (craft) Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are. Immunities (Ex): Formians have poison, petrification, and cold immunity. Resistances (Ex): All formians have fire, electricity, and sonic resistance 20. Make Whole (Sp): Three workers together can repair an object as though with make whole cast by a 7th-level cleric. This is a full-round action for all three workers. Heal (Sp): Eight workers together can heal a creature’s wounds as though with cure serious wounds cast by a 7th-level cleric. This is a full-round action for all eight workers. Lemure (Baatezu) Medium-Size Outsider (Evil, Lawful); CR 1; HD 2d8; HP 9; Init +0; Spd 20 ft; AC 13 ( +3 natural); Atks 2 claws +2 melee(1d3); SQ Damage reduction 5/silver, SR 5, baatezu qualities, mindless; AL LE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5; Speak Infernal, Celestial, and Draconic. Immunities (Ex): Baatezu are immune to fire and poison. Resistances (Ex): Baatezu have cold and acid resistance 20. See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells. Mindless (Ex): Lemures are immune to all mind-influencing effects. Fiendish Squid Medium-Size Outsider (Aquatic); CR 1; HD 3d8; HP13; Init +3 (Dex); Spd Swim 60 ft; AC 16 (+3 Dex, +3 natural); Atks 10 arms +4 melee (0), bite -1 melee(1d6+1); SA Smite Good; SQ Darkvision 60 feet, SR 6, Cold and fire resistance 5, Improved grab, Ink Cloud, Jet; AL LE; SV Fort +3, Ref +6, Will +2; Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Skills: Listen +7, Spot +7 Smite Good (Su): Once per day the creature can make a normal attack to deal +3 damage against a good foe. Improved Grab (Ex): To use this ability, the squid must hit with its arms attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained. Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. Jet (Ex): A squid can jet backward once a round as a double move action, at a speed of 240 feet. Fiendish Wolf, Hyena Medium-Size Outsider; CR 1; HD 2d8+4; HP13; Init +2 (Dex); Spd 50 ft; AC 14 (+2 Dex, +2 natural); Atks Bite +3 melee (1d6+1); SA Trip, Smite Good; SQ Scent, Darkvision 60 feet, SR 2, , Cold and fire resistance 5; AL LE (Wolf), CE (Hyene); SV Fort +5, Ref +5, Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1* *Wolves receive a +4 racial bonus to Wilderness Lore checks when tracking by scent. Feats: Weapon Finesse (bite) Smite Good (Su): Once per day the creature can make a normal attack to deal +2 damage against a good foe. Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent 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 wolf. Fiendish Shark Medium-Size Outsider(Aquatic); CR 1; HD 3d8+3; HP16; Init +2 (Dex); Spd Swim 60 ft; AC 15 (+2 Dex, +3 natural); Atks Bite +4 melee(1d6+1); SA Smite Good; SQ Keen Scent, Darkvision 60 feet, SR 6, Cold and fire resistance 5; AL NE; SV Fort +4, Ref +5, Will +2; Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2; Skills: Listen +7, Spot +7 Feats: Weapon Finesse (bite) Smite Good (Su): Once per day the creature can make a normal attack to deal +3 damage against a good foe. 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. Fiendish Viper Tiny Outsider; CR 1/3; HD 1/4 d8; HP 1; Init +3 (Dex); Spd 15 ft, Climb 15 ft, Swim 15 ft; Face/Reach: 2 1/2 ft. by 2 1/2 ft. (coiled)/0 ft; AC 17 (+2 size, +3 Dex, +2 natural); Atks Bite +5 melee (Poison); SA Poison, Smite Good; SQ Scent, Darkvision 60 feet, SR 1, Cold and fire resistance 5; AL CE; SV Fort +2, Ref +5, Will +1; Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2; Skills: Balance +11, Climb +12, Hide +18, Listen +8, Spot +8 Feats: Weapon Finesse (bite) Smite Good (Su): Once per day the creature can make a normal attack to deal +1 damage against a good foe. Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution. Fiendish Octopus Small Outsider; CR 1; HD 2d8; HP 9; Init +3 (Dex); Spd 20 ft., swim 30 ft.; AC 16 (+1 size, +3 Dex, +2 natural); Atks 8 arms +5 melee( 0 ), bite +0 melee (1d3); SA Improved grab, Smite Good; SQ Ink cloud, jet, Darkvision 60 feet, SR 4, Cold and fire resistance 5; AL CE; SV Fort +3, Ref +6, Will +1; Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3; Skills: Hide +15, Listen +5, Spot +5 Feats: Weapon Finesse (arms, bite) Smite Good (Su): Once per day the creature can make a normal attack to deal +2 damage against a good foe. Improved Grab (Ex): To use this ability, the octopus must hit with its arms attack. If it gets a hold, it automatically deals bite damage each round the hold is maintained. Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once a minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness. Jet (Ex): An octopus can jet backward once a round as a double move action, at a speed of 200 feet. An octopus can change colors, giving it a +4 racial bonus to Hide checks. |