Summon Monster VI

Celestial dire bear LG
Celestial unicorn CG
Elemental, Large N
Rast N
Xorn, Medium-size N
Slaad, red CN
Chaos beast CN
Kyton LE
Barbazu (devil) LE
Bezekira (Hellcat) LE
Erinyes (devil) LE
Belker NE
Fiendish viper, Huge snake (animal) CE


Celestial Dire Bear Large Outsider; CR 9; HD 12d8+48; HP 102;
Init +1; Spd 40 ft; Face/Reach 10x20/10 ft;
SA Improved Grab, Smite Good; SQ Scent, Darvision 60 ft, Acid, cold and electricity resistance 20, DR 10/+3, SR 24; AL LG; SV Fort +12, Ref +9, Will +9
Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10
Skills: Listen +7, Spot +7, Swim +13
Improved Grab (Ex): To use this ability, the dire bear must hit with a claw attack.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +12 additional damage against an evil foe.


Celestial Unicorn Large Outsider; CR 4; HD 4d10+20; HP 42;
Init +3; Spd 60 ft.; Face/Reach 5x10 ft./5 ft. (10 ft. with horn);
AC 18(-1 size, +3 Dex, +6 natural); Atks horn (+11|1d8+8), 2 hooves +3 melee(1d4+2);
SA Smite evil; SQ Magic circle against evil, spell-like abilities, immunities, darkvision 60 ft., acid, cold & electricity resistance 10, DR 5/+1, SR 8; AL CG; SV Fort +9, Ref +7, Will +6
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills: Animal Empathy +11, Listen +11, Move Silently +9, Spot +11, Wilderness Lore +9*, speak Sylvan and Common.
*Unicorns receive a +3 competence bonus to Wilderness Lore checks within the boundaries of their forest.;
Feats: Alertness
Magic Circle against Evil (Su): This ability continuously duplicates the effects of the spell. The unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can detect evil at will as a free action. Once per day a unicorn can use teleport without error to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day, as cast by a 5th-level druid, by touching a wounded creature with its horn. Once per day it can use neutralize poison, as cast by an 8th-level druid, with a touch of its horn.
Immunities (Ex): Unicorns are immune to all poisons and to charm and hold spells or abilities.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +4 additional damage against an evil foe.


Large Air Elemental Large Elemental(Air); CR 5; HD 8d8+24; HP 60;
Init +11; Spd Fly 100 ft. (perfect); Face/Reach 5x5/10 ft;
AC 20 (-1 size, +7 Dex, +4 natural); Atks Slam +12/+7 melee(2d6+3);
SA Air mastery, whirlwind; SQ Elemental, damage reduction 10/+1;
AL N; SV Fort +5, Ref +13, Will +2
Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Dodge, 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.
Creatures one or more sizes smaller than the elemental might take 2d6 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(DC 16) 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.
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 16).

Large Earth Elemental Large Elemental(Earth) 16ft 1600 lbs; CR 5; HD 8d8+32; HP 68;
Init -1; Spd 20 ft, move through earth 20 ft; Face/Reach 5x5/10 ft;
AC 18 (-1 size, -1 Dex, +10 natural); Atks Slam +12/+7 melee(2d8+10);
SA Earth mastery, Push; SQ Elemental, DR 10/+1; AL N; SV Fort +10, Ref +1, Will +2
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11
Feats: Cleave, Power Attack
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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.


Large Fire Elemental Large Elemental(Fire) 16ft, 4lb; CR 5; HD 8d8+24; HP 60;
Init +9; Spd 50 ft; Face/Reach 5x5/10 ft;
AC 18 (-1 size, +5 Dex, +4 natural); Atks Slam +10/+5 melee(2d6+3 and 2d6 fire);
SA Burn; SQ Elemental, DR 10/+1, Fire subtype; AL N; SV Fort +5, Ref +11, Will +2
Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11, speak Ignan
Feats: Dodge, Improved Initiative, Weapon Finesse(slam)
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Burn (Ex): Those hit by a fire elemental‘s slam attack must succeed at a Reflex save(DC 17) or catch fire. The flame burns for 1d4 rounds. 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.


Large Water Elemental Large Elemental(Water) 16 ft, 2250 lbs; CR 5; HD 8d8+32; HP 68;
Init +2; Spd 20 ft, swim 90 ft; Face/Reach 5x5/10 ft;
AC 20 (-1 size, +2 Dex, +9 natural); Atks Slam +10/+5 melee(2d8+7);
SA Water mastery, drench, vortex; SQ Elemental, DR 10/+1;
AL N; SV Fort +10, Ref +4, Will +2
Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: Listen +11, Spot +11, Speak Aquan
Feats: Cleave, Power Attack
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
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.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save(DC 19) 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 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). Vortex is 10-40 ft high.

Rast Medium-Size Outsider (Fire): CR 5; HD 4d8+4; HP 22;
Init +5; Spd Fly 50 ft. (good);
AC 15(+1 Dex, +4 natural); Atks 4 claws (+6|1d4+2), bite (+6|1d8+3);
SA Paralyzing gaze, improved grab, blood drain; SQ Fire subtype, flight;
AL N; SV Fort +5, Ref +5, Will +5
Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: Hide +5, Listen +7, Move Silently +7;
Feats: Dodge, Improved Initiative
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude save (DC 13).
Improved Grab (Ex): To use this ability, the rast must hit with its bite attack. If it gets a hold, it automatically deals bite damage.
Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of temporary Constitution damage each round it maintains the hold.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Flight (Su): A rast can fly as the spell cast by an 11th-level sorcerer, as a free action. A rast that loses this ability falls and can perform only partial actions.

Average Xorn Medium-size Outsider(Earth); CR 6; HD 7d8+14; HP 45;
Init +0; Spd 20 ft., burrow 20 ft.
AC 22 (+12 natural); Atks Bite +10 melee(4d6+3), 3 claws +8 melee(1d4+1);
SA Burrow; SQ Xorn quaities; AL N; SV Fort +7, Ref +5, Will +5
Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +10, Listen +10, Move Silently +10, Search +10, Spot +14, speak Terran and Common
Feats: Multiattack, Power Attack
Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
Immunities (Ex): Xorns are immune to fire and cold.
Resistances (Ex): Xorns have electricity resistance 10.
Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.
All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked.
Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.


Red Slaad Large Outsider(Chaotic); CR 7; HD 7d8+21; HP 52;
Init +1; Spd 30 ft; Face/Reach 5x5/10 ft;
AC 16 (-1 size, +1 Dex, +6 natural); Atks Bite +10 melee(2d8+4), 2 claws +8 melee(1d4+2 and implant);
SA Pounce, Implant, Stunning Croak, Summon Slaad; SQ Fast Healing 5; Resistances;
AL CN; SV Fort +8, Ref +6, Will +3
Str 19, Dex 13, Con 17, Int 6, Wis 6, Cha 8
Skills: Climb +14, Jump +14, Listen +6, Move Silently +5, Spot +8
Feats: Dodge, Multiattack
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Pounce (Ex): If a red slaad 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.
Implant (Ex): A red slaad that hits with a claw attack can inject an egg pellet into the opponent’s body. The affected creature must succeed at a Fortitude save (DC 17) to avoid implantation. Often the slaad implants an unconscious or otherwise helpless creature (which gets no saving throw). The egg gestates for one week before hatching into a blue slaad that eats its way out, killing the host. Twenty-four hours before the egg fully matures, the victim falls extremely ill (-10 to all ability scores). A remove disease spell rids a victim of the pellet, as does a successful Heal check (DC 20) by someone with that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient. If the host is an arcane spellcaster, the egg pellet instead hatches into a green slaad.
Stunning Croak (Su): Once per day a red slaad can emit a loud croak. Every creature within 20 feet must succeed at a Fortitude save (DC 16) or be stunned for 1d3 rounds.
Summon Slaad (Sp): Once per day a red slaad can attempt to summon another red slaad with a 40% chance of success.  On a failure, no slaadi answer the summons. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.

Chaos Beast Medium-Size Outsider (Chaotic): CR 7; HD 8d8+8; HP 44;
Init +5; Spd 20 ft.; Face/Reach 5x5 ft. to 10 ft. by 10 ft./5 ft.;
AC 16(+1 Dex, +5 natural); Atks 2 claws (+10|1d3+2 and corporeal instability);
SA Corporeal instability; SQ SR 15, immune to transformation, immune to critical hits;
AL CN; SV Fort +7, Ref +7, Will +6
Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: Climb +12, Escape Artist +11, Hide +10, Jump +10, Listen_+9, Spot +9, Tumble +10;
Feats: Dodge, Improved Initiative, Mobility
Corporeal Instability (Su): A blow from a chaos beast can cause a terrible transformation. A living creature must succeed at a Fortitude save (DC 15) or become a spongy, amorphous mass. Unless controlled through an act of will, the victim’s shape melts, flows, writhes, and boils. The affected creature is unable to hold or use any item. Clothing, armor, rings, helmets, and backpacks become useless. Large items: armor, backpacks, even shirts hamper more than help, reducing the creature’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the creature cannot act coherently. It cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (-4 penalty to hit and a 50% miss chance, regardless of the attack roll). Each round the creature spends in an amorphous state deals 1 point of permanent Wisdom drain from mental shock. If the creature’s Wisdom score falls to 0, it becomes a chaos beast itself. A creature with a strong sense of self can regain its own shape by taking a standard action to attempt a Charisma check (DC 15). A success reestablishes the creature’s normal form for 1 minute. On a failure, the creature can still repeat the check each round until successful. Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure the afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any lost Wisdom).
Immune to Transformation (Ex): No mortal magic can affect or fix a chaos beast’s form. Effects such as polymorph or petrification force the creature into a new shape for a moment, but it immediately returns to its mutable form as a free action.

Kyton Medium-Size Outsider(Evil, Lawful); CR 6; HD 8d8+8; HP 44;
Init +4; Spd 30 ft; Face/Reach 5x5/10 ft;
AC 18 (+8 natural); Atks 2 chain rakes +9 melee(1d8+1);
SA Dancing chains, Unnerving gaze; SQ DR 20/+2, SR 17, Cold immunity, Regeneration 2;
AL LE; SV Fort +7, Ref +6, Will +6
Str 13, Dex 11, Con 13, Int 6, Wis 10, Cha 12
Skills: Climb +12, Craft (blacksmithing) +10, Escape Artist +11, Listen +13, Spot +13, speak Infernal and Common
Kytons receive a +8 racial bonus to Craft skills involving metalwork.
Feats: Alertness, Improved Critical (chain), Improved Initiative
Dancing Chains (Su): A kyton’s most awesome attack is its ability to control all chains within 20 feet as a standard action, making them dance or move as it wishes. In addition, the kyton can increase the chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself.
A kyton can climb chains it controls at its normal speed without a Climb check.
Unnerving Gaze (Su): A kyton can make its face resemble one of the opponent’s departed loved ones or bitter enemies. Those subjected to the gaze must succeed at a Will save (DC 15) or suffer a -1 morale penalty to all attack rolls for 1d3 rounds.
Regeneration (Ex): Kytons take normal damage from fire, acid, and blessed weapons.
A kyton that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Treasure: potion  of  alter  self 

Barbazu (Baatezu) Medium-size Outsider(Evil, Law); CR 7; HD 6d8+6; HP 33;
Init +4; Spd 40 ft;
AC 17 (+7 natural); Glaive +8/+3 melee(1d10+3 and wounding,x3, 10 ft reach) or claws +8 melee(1d4+2), beard (1d8+2 and disease);
SA Wounding, beard, battle frenzy, summon baatezu; SQ DR 10/+1, SR 23, Baatezu qualities;
AL LE; SV Fort +6, Ref +5, Will +5
Str 15, Dex 11, Con 13, Int 6, Wis 10, Cha 10
Skills: Concentration +7, Hide +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6,
speak Infernal, Celestial, and Draconic.
Feats: Cleave, Improved Initiative
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.
Telepathy (Su): Baatezu (except lemures) can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: animate dead, charm person, command, desecrate, magic weapon, major image, produce flame, and suggestion. Barbazu also can induce fear by touch as the spell, except it affects only the creature touched. These abilities are as cast by an 8th-level sorcerer (save DC 10 + spell level).
A barbazu can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Wound (Su): A hit from a barbazu’s glaive causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies. This is an ability of the barbazu, not of the weapon.
Beard (Ex): If a barbazu hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength). Damage is dealt each day until the afflicted creature succeeds at three consecutive Fortitude saves, the disease is cured magically, or the creature dies.
Battle Frenzy (Ex): A barbazu can work itself into a battle frenzy similar to the barbarian’s rage ability (+4 Strength, +4 Constitution, +2 morale bonus to Will saves, -2 AC penalty), for a +2 morale bonus to attacks and damage and 12 extra hit points. The frenzy lasts 6 rounds, and the barbazu suffers no ill effects afterward.
Summon Baatezu (Sp): Once per day a barbazu can attempt to summon 2d10 lemures with a 50% chance of success, or another barbazu with a 35% chance of success.  Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.
Bezekira (Hellcat) Large Outsider (Evil, Law); CR 7; HD 7d8+21; HP 52;
Init +6; Spd 40 ft; Face/Reach 5x10/5 ft;
AC 14 (-1 size, +2 Dex, +3 natural); Atks 2 claws +12 melee(1d4+5), bite +7 melee(2d6+3);
SA Pounce, improved grab, rake 1d4+3; SQ Scent, invisible in light, SR 16, DR 20/+2, Fire resistance 20; AL LE; SV Fort +8, Ref +7, Will +7;
Str 23, Dex 15, Con 17, Int 10, Wis 14, Cha 10
Skills: Climb +16, Jump +16, Listen +16, Move Silently +16, Spot +12, Swim +12
Feats: Dodge, Improved Initiative
Hellcats use a natural telepathy to communicate with one another and those they encounter.
Pounce (Ex): If a hellcat 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 hellcat must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A hellcat can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d4+3 damage each. If the hellcat pounces on an opponent, it can also rake.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.

Erinyes (Baatezu) Medium-size Outsider(Evil, Law); CR 7; HD 6d8+6; HP 33;
Init +1; Spd 30 ft, fly 50 ft (average);
AC 20 (+1 Dex, +9 natural); Atks Longsword +8/+3 melee(1d8+3,19-20); or longbow +7/+2 ranged(1d8,x3); or rope +7 ranged(entangle);
SA Rope entangle, charm person, Summon baatezu,; SQ DR 10/+1, SR 12, Baatezu qualities, Tongues; AL LE; SV Fort +6, Ref +6, Will +7
Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20
Skills: Concentration +9, Disguise +11, Escape Artist +8, Hide +9, Listen +10, Move Silently +9, Search +9, Spot +10, speak Infernal, Celestial, and Draconic.
Feats: Dodge, Mobility
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.
Telepathy (Su): Baatezu (except lemures) can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: animate dead, charm monster, desecrate, invisibility (self only), magic circle against good (self only), major image, polymorph self, produce flame, see invisibility, suggestion, and unholy blight. These abilities are as the spells cast by an 8th-level sorcerer (save DC 15 + spell level).
An erinyes also can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Charm Person (Su): An erinyes can charm a humanoid creature with a look. This is not a gaze attack, and the target need not meet the erinyes’s eye. The ability has a range of 60 feet; an affected opponent must succeed at a Will save (DC 18) or become utterly loyal to the erinyes. The victim will do anything to protect the erinyes, even if that means slaying his or her companions or facing certain death. The ability is otherwise similar to charm person cast by an 8th-level sorcerer.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell cast by a 16th-level sorcerer. The erinyes can hurl the rope 30 feet with no range penalty.
Summon Baatezu (Sp): Once per day an erinyes can attempt to summon 2d10 lemures with a 50% chance of success, or 1d4 barbazu with a 35% chance of success.  On a failure, no baatezu answer the summons. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.
Tongues (Su): An erinyes has a permanent tongues ability as the spell cast by a 12th-level sorcerer. Erinyes usually use verbal communication when dealing with mortals and save telepathic communication for conversing with other fiends.
Treasure: Potion of Reduce(x2), Arcane Scroll(Color  Spray  (l1,  cl1), Displacement  (l3,  cl5), Mount  (l1,  cl1)


Belker Large Elemental (Air); CR 6; HD 7d8+7; HP 38;
Init +5; Spd 30 ft., fly 50 ft. (perfect); Face/Reach 5x5 ft./10 ft.;
AC 22 (-1 size, +5 Dex, +8 natural); Atks 2 wings (+9|1d6+2), bite (+4|1d4+1), 2 claws (+4|1d3+1);
SA Smoke claws; SQ Smoke form; AL NE; SV Fort +3, Ref +10, Will +2
Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Skills: Listen +9, Move Silently +9, Spot +9;
Feats: Multiattack, Weapon Finesse (wing)
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium-size or smaller opponent without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 14) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume a smoke form. It can switch forms once a round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect maneuverability). The ability is otherwise similar to a gaseous form spell cast by a 7th-level sorcerer.


Fiendish Huge Viper Snake Huge Outsider; CR 4; HD 4d8+4; HP 22;
Init +4; Spd 20 ft., climb 20 ft., swim 20 ft; Face/Reach 15x15/10 ft;
AC 15 (-2 size, +4 Dex, +3 natural); Atks Bite +5 melee(1d4 and poison);
SA Poison, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 8; AL CE; SV Fort +5, Ref +8, Will +2;
Str 10, Dex 19, Con 13, Int 3, Wis 12, Cha 2
Skills: Balance, +12, Climb +12, Hide +3, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
Poison (Ex): Bite, Fortitude save (DC 13); initial and secondary damage 1d6 temporary Constitution.
Smite Good (Su): Once per day the creature can make a normal attack to deal +4 additional damage against a good foe