Summon Monster II


Celestial eagle (animal) CG
Formian 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.