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Summon Monster IIICelestial bison (animal) NG Triton NG Celestial dire badger CG Azer LN Elemental, Small N Thoqqua N Fiendish dire weasel LE Fiendish gorilla (animal) LE ~ used Ape Fiendish snake, constrictor (animal) LE Fiendish boar NE Fiendish dire bat NE Fiendish lizard, giant (animal) NE Salamander, Small NE Fiendish shark, Large (animal) NE Fiendish viper, Small snake (animal) CE Fiendish crocodile (animal) CE Dretch CE Fiendish leopard (animal) CE Fiendish wolverine (animal) CE Celestial Bear, Black Medium-Sized Outsider; CR 2; HD 3d8+6; HP 19; Init +1 (dex); Spd 40 ft; AC 13 (+1 Dex, +2 natural); Atks 2 claws +6 melee(1d4+4), bite +1 melee(1d6+2); SA Smite Evil; SQ Scent, Darvision 60 ft, Acid, cold, and electricity resistance 5, SR 6; AL LG; SV Fort +5, Ref +4, Will +2 Str 19, Dex 13, Con 15, Int 3, Wis 12, Cha 6; Skills: Climb +6, Listen +4, Spot +7, Swim +8 Smite Evil (Su): Once per day the creature can make a normal attack to deal +3 additional damage against an evil foe. Celestial bison Large Outsider; CR 3; HD 5d8+6; HP 37; Init +0; Spd 40 ft; 5; 5 ft. by 10 ft./5 ft. AC 13 (-1 size, +4 natural); Atks Butt +6 melee (1d8+6); SA Stampede, Smite Evil; SQ Scent, Darvision 60 ft, Acid, cold, and electricity resistance 10, DR 5/+1, SR 10; AL NG; SV Fort +7, Ref +4, Will +1; Str 18, Dex 10, Con 16, Int 3, Wis 11, Cha 4; Skills: Listen +8, Spot +5 Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of size Large or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd. A successful Reflex save (DC 16) halves the damage. Smite Evil (Su): Once per day the creature can make a normal attack to deal +5 additional damage against an evil foe. Triton Medium-Sized Outsider; CR 4; HD 3d8+3; HP 16; Init +0; Spd Swim 40 ft; AC 16 (+6 natural); Atks Trident +4 melee(1d8+1); or heavy crossbow +3 ranged(1d10); AL NG; SV Fort +4, Ref +3, Will +4; Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11; Skills: Craft (any one) +4, Hide +6, Listen+7, Ride +6, Spot +7, Speak Common and Aquan Feats: Mounted Combat Treasure: 7,187 copper coins Celestial dire badger Medium-Sized Outsider; CR 2; HD 3d8+12; HP 25; Init +3 (dex), Spd 30 ft/ burrow 10 ft; AC 16 (+3 Dex, +3 natural); Atks 2 claws +4 melee(1d4+2), bite -1 melee(1d6+1); SA Rage, Smite Evil; SQ Scent, Darvision 60 ft, Acid, cold, and electricity resistance 5, SR 6; AL CG; SV Fort +7, Ref +6, Will +4 Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10; Skills: Listen +6, Spot +6 Rage (Ex): A dire badger 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 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Evil (Su): Once per day the creature can make a normal attack to deal +3 additional damage against an evil foe. Azer Medium-Sized Outsider(Fire, Lawful); CR 2; HD 2d8+2; HP 11; Init +1 Dex; Spd 30 ft; AC 19 (+1 Dex, +6 natural, +2 large shield); Atks Warhammer +3 melee(1d8+1 and 1 fire); or halfspear +3 ranged(1d6+1 and 1 fire) SA Heat; SQ SR 13, fire subtype; AL LN; SV Fort +4, Ref +4, Will +4; Str 13, Dex 13, Con 13, Int_12, Wis 12, Cha 9; Skills: Climb +2, Craft (any one) +6, Hide -1, Listen +4, Search +4, Spot +5, speak Ignan and Common. Feats: Power Attack Heat (Ex): Azers’ bodies are intensely hot, so their unarmed attacks deal additional fire damage. Their metallic weapons also conduct this heat. Treasure: 901 copper coins Air Elemental, Small Small Elemental (Air); CR 1; HD 2d8; HP 9; Init +7 (+3 Dex, +4 Improved Initiative); Spd Fly 100 ft (perfect); AC 17 (+1 size, +3 dex, +3 natural); Atks Slam + 5 melee(1d4); SA Air mastery, whirlwind; SQ Elemental; AL N; SV Fort +0, Ref +6, Will +0; Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 Skills: Listen +5, Spot +5 Feats: Flyby Attack, Improved Initiative, Weapon Finesse(slam); Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Air Mastery (Ex): Airborne creatures suffer a -1 penalty to 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. Creatures one or more sizes smaller than the elemental might take damage when caught in the whirlwind (see the following table for details) and may be lifted into the air. An affected creature must succeed at a Reflex save when it comes into contact with the whirlwind or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the listed 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. 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC). Base Height 4 ft.; Weight 1 lb;. Save 11; Damage 1d4; Top Hieght 10-20 ft. Earth Elemental, Small Small Elemental(Earth) Height 4 ft and weighs 80 lb; CR 1; HD 2d8+2; HP 11; Init -1 (Dex); Spd 20 ft, move through earth 20 ft; AC 17 (+1 size, -1 Dex, +7 natural); Atks Slam +5 melee(1d65+4); SA Earth Mastery, push; SQ Elemental; AL N; SV Fort +4, Ref -1, Will +0 Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 Skills: Listen +5, Spot +5 Feats: Power Attack Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (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. Fire Elemental, Small Small Elemental(Fire) Height 4 ft and weighs 1lb; CR1; HD 2d8; HP 9; Init +5 (+1 Dex, +4 Improved Initiative); Spd 50 ft; AC 15 (+1 size, +1 Dex, +3 natural); Atks Slam +3 melee (1d4 and 1d4 fire); SA Burn; SQ Elemental, Fire Subtype; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11; Skills: Listen +5, Spot +5 Feats: Improved Initiative, Weapon Finesse (slam) Burn (Ex): Those hit by a fire elemental‘s slam attack must succeed at a Reflex save or catch fire. The flame burns for 1d4 rounds. The save DC 11. A burning creature can take a move-equivalent action to put out the flame. 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 fire unless they succeed at a Reflex save. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Water Elemental, Small Small Elemental (Water) Height 4 ft, weight 34 lb; CR1; HD 2d8+2; HP 9; Init +0; Spd 20 ft, swim 90 ft; AC 17 (+1 size, +6 natural); Atks Slam +4 melee(1d6+3); SA Water mastery, drench, vortex; SQ Elemental; AL N; SV Fort +4, Ref +0, Will +0; Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11; Skills: Listen +5, Spot +5 Feats: Power Attack Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The 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 cast by a sorcerer whose level equals the elemental’s HD total. 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 to 20 ft tall Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (1d4) and may be swept up by it. An affected creature must succeed at a Reflex save(DC 13) when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim 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 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 one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC). Thoqqua Medium-Sized Elemental (Earth, Fire); CR 2; HD 3d8+3; HP 16; Init +1 (Dex); Spd 30 ft, burrow 20 ft; AC 18 (+1 Dex, +7 natural); Atks slam +4 melee (1d6+3 and 2d6 fire); SA Heat, Burn; SQ Fire subtype, tremorsense; AL N; SV Fort +4, Ref +4, Will +2; Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10; Skills: Intuit Direction +4, Jump +6, Listen +6, Move Silently +5 Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage. Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed at a Reflex save (DC 13) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Tremorsense (Ex): Thoqquas can automatically sense the location of anything within 60 feet that is in contact with the ground. Fiendish Dire Weasel Medium-Sized Outsider; CR 2; HD 3d8; HP 13; Init +4 (dex); Spd 40 ft; AC 16 (+4 Dex, +2 natural); Atks Bite +6 melee (1d6+3); SA Attach, blood drain, Smite Good; SQ Scent, Cold and fire resistance 5, SR 6; AL LE; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11; Skills: Move Silently +10, Spot +5 Feats: Weapon Finesse (bite) Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dex bonus to AC and thus has an AC of 12. Blood Drain (Ex): A dire weasel drains blood for 2d4 points of temporary Constitution damage each round it remains attached. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Fiendish Ape Medium-Sized Outsider; CR 3; HD 4d8+8; HP 26; Init +2 (dex); Spd 30 ft, climb 30 ft; AC 14 (-1 size, +2 Dex, +3 natural); Atks 2 claws +7 melee (1d6+5), bite +2 melee (1d6+2); SQ Scent, Smite Good; SQ Cold and fire resistance 10, DR 5/+1, SR 8; AL LE; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +18, Listen +6, Spot +6 Smite Good (Su): Once per day the creature can make a normal attack to deal +4 additional damage against a good foe. Fiendish Constrictor Snake Medium-Sized Outsider; CR 2; HD 3d8+3; HP 16; Init +3 (dex); Spd 20 ft, climb 20 ft, swim 20 ft; AC 15 (+3 Dex, +2 natural); Atks Bite +5 melee (1d3+4); SA Improved Grab, constrict 1d3+4, Smite Good; SQ Scent, Cold and fire resistance 5, SR 6; AL LE; SV Fort +4, Ref +6, Will +2; Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2; Balance +11, Climb +14, Hide +11, Listen +9, Spot +9 Improved Grab (Ex): To use this ability, the constrictor snake must hit with its bite attack. If it gets a hold, it can constrict. Constrict (Ex): A constrictor snake deals 1d3+4 points of damage with a successful grapple check against Medium-size or smaller creatures. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Fiendish Boar Medium-Sized Outsider; CR 2; HD 3d8+9; HP 22; Init +0; Spd 40 ft; AC 16 (+6 natural); Atks Gore +4 melee (1d8+3); SA Ferocity, Smite Good; SQ Scent, Cold and fire resistance 5, SR 6; AL NE; SV Fort +6, Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 Listen +7, Spot +5 Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Fiendish Dire Bat Large Outsider; CR 3; HD 4d8+12; HP 30; Init +6 (Dex); Spd 20 ft, fly 40 ft (good); AC 20 (-1 size, +6 Dex, +5 natural); Atks Bite +5 melee (1d8+4); Face/Reach 10 ft. by 5 ft./5 ft.; SA Smite Good; SQ Blindsight, Cold and fire resistance 5, DR 5/+1, SR 8; AL NE; SV Fort +7, Ref +10, Will +6; Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6; Listen +11*, Move Silently +11, Spot +11* Blindsight: Dire bats can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this ability and forces the bat to rely on its weak vision, which has a maximum range of 10 feet. Skills: Dire bats receive a +4 racial bonus to Spot and Listen checks. *These bonuses are lost if blindsight is negated. Smite Good (Su): Once per day the creature can make a normal attack to deal +4 additional damage against a good foe. Fiendish lizard, giant (Outsider); CR 2; HD 3d8+9; HP 22; Init +2 (Dex); Spd 30 ft, swim 30 ft; AC 15 (+2 Dex, +3 natural); Atks Bite +5 melee (1d8+4); SA Smite Good; SQ Cold and fire resistance 5, SR 6; AL NE; SV Fort +6, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 2; Climb +9, Hide +7*, Listen +4, Move Silently +6, Spot +4 Skills: Giant lizards receive a +4 racial bonus to Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Salamander Small Outsider(Fire); CR 2; HD 3d8+3; HP 16; Init +1 (Dex); Spd 20 ft; AC 19 (+1 size, +1 Dex, +7 natural); Atks Halfspear +5 melee(1d6+1 and 1d6 fire), tail slap +3 melee (1d4 and 1d6 fire); SA Heat, constrict 1d4 and 1d6 fire; SQ Fire Subtype; AL NE; SV Fort +4, Ref +4, Will +5; Str 12, Dex 13, Con 12, Int 14, Wis 15, Cha 13 Craft (metalworking) +11, Escape Artist +7, Hide +9, Listen +7, Search +7, Spot +7 Multiattack Salamanders speak Ignan. Some average salamanders and all nobles also speak Common. Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat. Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it. Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save. Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons. Treasure: 6,506 copper coins, Potion of Vision Fiendish Shark, Large Large outsider; CR 3; HD 7d8+7; HP 38; Init +2 (Dex); Spd Swim 60 ft; AC 15 (-1 size, +2 Dex, +4 natural); Atks Bite +7 melee (1d8+4); Face/Reach 5 ft by 10 ft/5 ft; SA Smite Good; SQ Keen Scent, Cold and fire resistance 10, DR 5/+1, SR 14; AL NE; SV Fort +6, Ref +7, Will +3; Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2; Skills: Listen +7, Spot +7; 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 Smite Good (Su): Once per day the creature can make a normal attack to deal +7 additional damage against a good foe. Fiendish Viper, Small outsider; CR 1/3; HD 1d8; HP 4; Init +3 (Dex); Spd 20 ft; climb 20 ft, Swim 20 ft; AC 17 (+1 Size, +3 Dex, +3 natural); Atks Bite +4 melee (1d2-2 and poison); SA poison, Smite Good; SQ Scent, Cold and fire resistance 5, SR 2; 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 +15, Listen +9, Spot +9 Snakes receive a +4 racial bonus to Hide, Listen, and Spot checks and a +8 racial bonus to Balance checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is better. Feats: Weapon Finesse (bite) Poison (Ex): Bite, Fortitude save (DC 11 for all sizes Large and smaller, DC 13 for a Huge viper); initial and secondary damage 1d6 temporary Constitution. Smite Good (Su): Once per day the creature can make a normal attack to deal +1 additional damage against a good foe. Fiendish Crocodile Medium Sized outsider; CR 2; HD 3d8+9; HP 22; Init +1 Dex; Spd 20 ft, Swim 30 ft; AC 15 (+1 Dex, +4 natural); Atks Bite +6 melee(1d8+6), or tail slap +6 melee(1d12+6); SA Improved Grab, Smite Good; SQ Cold and fire resistance 5, SR 6; AL CE; SV Fort +6, Ref +4, Will +2; Str 19, Dex 12, Con 17, Int 2, Wis 12, Cha 2; Skills: Hide +7*, Listen +5, Spot +5 *A crocodile gains a +12 racial bonus to Hide checks when submerged. Improved Grab (Ex): To use this ability, the crocodile must hit a Medium-size or smaller opponent with its bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The crocodile automatically deals bite damage each round it maintains the pin. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Dretch Small Outsider (Chaotic Evil); CR 2; HD 2d8; HP 9; Init +0; Spd 20 ft; AC 16 (+1 size, +5 natural); Atks 2 claws +3 melee(1d4), bite +1 melee(1d4); SA Spell-like abilities, summon tanar’ri; SQ Damage reduction 5/silver, SR 5, tanar’ri qualities; AL CE; SV Fort +3, Ref +3, Will +3; Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11; Feats: Multiattack Except where noted below, all demons speak Infernal, Celestial, and Draconic. Summon Tanar’ri (Sp): Tanar’ri can summon other tanar’ri much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no tanar’ri answer the summons. Summoned creatures automatically return whence they came after 1 hour. A tanar’ri that has just been summoned cannot use its own summon ability for 1 hour. Immunities (Ex): Tanar’ri are immune to poison and electricity. Resistances (Ex): Tanar’ri have cold, fire, and acid resistance 20. Telepathy (Su): Tanar’ri can communicate telepathically with any creature within 100 feet that has a language (although dretches are more limited). Spell-Like Abilities: At will-darkness, scare, and telekinesis; 1/day-stinking cloud. These abilities are as the spells cast by a 2nd-level sorcerer (save DC 10 + spell level). Summon Tanar’ri (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal. Fiendish Leopard Medium Sized Outsider; CR 2; HD 3d8+6; HP 19; Init +4 (Dex); Spd 40 ft, Climb 20 ft; AC 15 (+4 dex, +1 natural); Atks Bite +6 melee(1d6+3), 2 claws +1 melee(1d3+1); SA Punce, improved grab, rake 1d3+1, Smite Good; SQ Scent, Cold and fire resistance 5, SR 6; AL CE; SV Fort +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6; Skills: Balance +12, Climb +11, Hide +9*, Listen +6, Move Silently +9, Spot +6 Leopards receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Feats: Weapon Finesse (bite, claw) Pounce (Ex): If a leopard leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the leopard must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A leopard that gets a hold can make two rake attacks (+6 melee) with its hind legs for 1d3+1 damage each. If the leopard pounces on an opponent, it can also rake. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. Fiendish Wolverine Medium sized outsider; CR 2; HD 3d8+12; HP 25; Init +2 (Dex); Spd 30 ft, burrow 10 ft; AC 14 (+2 Dex, +2 natural); Atks 2 claws +4 melee(1d4+2), bite -1 melee(1d6+1); SA Rage, Smite Good; SQ Scent, Cold and fire resistance 5, SR 6; AL CE; SV Fort +7, Ref +5, Will +2; Str 14, Dex 15, Con 19, Int 1, Wis 12, Cha 10; Climb +15, Listen +6, Spot +6 Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. An enraged wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Good (Su): Once per day the creature can make a normal attack to deal +3 additional damage against a good foe. |