Summon Monster VII

Celestial elephant (animal) NG
Avoral guardinal (celestial) NG
Djinni CG
Ravid [alone] N
Elemental, Huge N
Invisible stalker N
Xorn, Large N
Arrowhawk, Large N
Tojanida, Large N
Slaad, blue CN
Hamatula (devil) LE
Osyluth (devil) LE
Fiendish dire tiger CE
Bebilith CE
Fiendish octopus, giant (animal) CE

Celestial Elephant Huge Outsider; CR 10; HD 11d8+55; HP 104;
Init +0; Spd 40 ft; Face/Reach 10x20/10 ft;
AC 15 (-2 size, +7 natural); Atks Slam +16 melee(2d6+10) and 2 stamps +11 melee(2d6+5), or gore +16 melee(2d8+15);
SA Trample 2d8+15, Smite Evil; SQ Scent, Darkvision 60 ft, Acid, cold and electricity resistance 15, DR 5/+2, SR 22; AL NG; SV Fort +12, Ref +7, Will +4
Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7
Skills: Listen +6, Spot +6
Trample (Ex): An elephant can trample Medium-size or smaller creatures for automatic gore damage. Opponents who do not make attacks of opportunity against the elephant can attempt a Reflex save (DC 20) to halve the damage.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +11 additional damage against an evil foe.


Celestial Avoral Guardinal Medium-size Outsider(Good); CR 10; HD 7d8+7; HP 38;
Init +7; Spd 40 ft., fly 90 ft. (good);
AC 21 (+3 Dex, +8 natural); Atks 2 claws +9 melee(2d6+2); or 2 wings +9 melee(2d8+2);
SA Spell-like abilities, fear aura; SQ DR 10/+1, SR 25, celestial qualities, lay on hands, animal telepathy, true seeing; AL NG; SV Fort +6, Ref +8, Will +8
Str 15, Dex 17, Con 12, Int 15, Wis 16, Cha 16
Skills: Animal Empathy +10, Concentration +8, Hide +10, Knowledge (any two) or Craft (any two) +9, Listen +10, Move Silently +10, Sense Motive +10, Spellcraft +9, Spot +18, speak Celestial, Infernal, and Draconic.
Feats: Improved Initiative, Flyby Attack
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.  Their visual acuity is unbelievable: They can see detail on objects up to 10 miles away and are said to be able to discern the color of a creature’s eyes at 200 paces.
Spell-Like Abilities: At will: aid, blur (self only), command, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self only), magic missile, and see invisibility; 1/day-lightning bolt. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear as cast by an 8th-level sorcerer (save DC 17).
Celestial Qualities: Electricity and petrification immunity, cold and acid resistance 20, tongues, +4 save against poison.
Lay on Hands (Su): This works just like the paladin’s ability, but the avoral can heal as much damage per day as its own undamaged hit point total.
Animal Telepathy (Su): An avoral can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound.
True Seeing (Su): This is identical with true seeing as cast by a 14th-level cleric, except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter it remains in effect as long as the avoral concentrates on it.
Treasure: Potion of Cure Light Wounds, Arcane Scroll [Blur  (l2,  cl3), Invisibility  (l2,  cl3)], Divine Scroll [Magic  Stone  (l1,  cl1), Detect  Snares  and  Pits  (l1,  cl1)]


Djinni Large Outsider (Air, Chaotic, Good) CR 5; HD 7d8+14; HP 45;
Init +8; Spd 20 ft., fly 60 ft. (perfect); Face/Reach 5x5/10 ft;
AC 16 (-1 size, +4 Dex, +3 natural); Atks Slam +10/+5 melee(1d8+6);
SA Spell-like abilities, air mastery; SQ Plane shift, telepathy, acid immunity;
AL CG; SV Fort +7, Ref +9, Will +7
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +9, Concentration +9, Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Spot +8, speak Auran, Celestial, Common, and Ignan.
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.
Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.
Air Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls against a djinni.
Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it 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. The djinni controls the exact height, but it must be at least 10 feet. Medium-size or small­er creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Re­flex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni 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 (DC 20) to cast a spell.
Spell-Like Abilities: 1/round-invisibility (self only); 1/day-create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.

Ravid Medium-Size Outsider: CR 5; HD 3d8+3; HP 16;
Init +0; Spd Fly 60 ft. (perfect);
AC 25(+15 natural); Atks tail slap (+4|1d6+1 and positive energy), claw (+2|1d4 and positive energy);
SA Positive energy lash, animate objects; SQ Fire immunity, flight;
AL N; SV Fort +4, Ref +3, Will +4
Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Skills: Listen +7, Move Silently +6, Spot +7;
Feats: Multiattack
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even in­corporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of the ravid animates as though by the spell animate objects cast by a 20th-level cleric. These objects defend the ravid to the best of their ability, but the ravid isn’t intelligent enough to give them specific commands.
Flight (Su): A ravid can fly as the spell cast by an 11th-level sorcerer, as a free action. A ravid that loses this ability falls and can perform only partial actions

Huge Air Elemental Huge Elemental(Air), 32 ft high, 8 lbs; CR 7; HD 16d8+64; HP 136;
Init +13; Spd fly 100 ft (perfect); Face/Reach 10x5/15 ft;
AC 21 (-2 size, +9 Dex, +4 natural); Atks Slam +19/+14/+9 melee(2d8+6);
SA Air mastery, whirlwind; SQ Elemental, DR 10/+2; AL N; SV Fort +9, Ref +19, Will +5
Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18
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.
The elemental controls the exact height, but must range from 10-50 ft.
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(DC 22) when it comes into contact with the whirlwind or take 2d8 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).

Huge Earth Elemental Huge Elemental(Earth), 32 ft, 4200 lbs; CR 7; HD 16d8+80; HP 152;
Init -1; Spd 20 ft, move through ground 20 ft; Face/Reach 10x5/15 ft;
AC 18 (-2 size, -1 Dex, +11 natural); Atks Slam +19/+14/+9 melee(2d10+13);
SA Earth mastery, push; SQ Elemental, DR 10/+2; AL N; SV Fort +15, Ref +4, Will +5
Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18, speak Terran
Feats: Cleave, Great Cleave, Power Attack, Sunder
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.

Huge Fire Elemental Huge Elemental(Fire), 32 ft, 8lbs; CR 7; HD 16d8+64; HP 136;
Init +11; Spd 50 ft; Face/Reach 10x5/15 ft;
SA Burn; SQ Elemental, DR 10/+2, Fire subtype; AL N; SV Fort +9, Ref +17, Will +5
Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18, speak Ignan
Feats: Dodge, Improved Initiative, Mobility, 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 22) 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.

Huge Water Elemental Huge Elemental(Water), 32 ft, 18000 lbs; CR 7; HD 16d8+80; HP 152;
Init +4; Spd 20 ft., swim 90 ft.; Face/Reach 10x5/15 ft;
AC 21 (-2 size, +4 Dex, +9 natural); Atks Slam +17/+12/+7 melee(2d10+10);
SA Water mastery, drench, vortex; SQ Elemental, DR 10/+2, Fire immunity;
AL N; SV Fort +15, Ref +9, Will +5
Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11
Skills: Listen +18, Spot +18, speak Aquan
Feats: Cleave, Great Cleave, Power Attack, Sunder
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 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be 10 to 50 ft.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex and may be swept up by it. An affected creature must succeed at a Reflex save(DC 25) when it comes into contact with the vortex or take 2d8 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).

Invisible Stalker Large Elemental (Air): CR 7; HD 8d8+16; HP 52;
Init +8; Spd 30 ft., fly 30 ft. (perfect); Face/Reach 5x5 ft./10 ft.;
AC 17; Atks Slam +10/+5(2d6+6);
SQ Elemental, natural invisibility, improved tracking; AL N; SV Fort +4, Ref +10, Will +4
Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: Listen +11, Move Silently +15, Search +11, Spot +13, speak only Auran but can understand Common
Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Invisible stalkers can be killed only when on the Elemental Plane of Air. When performing tasks elsewhere, they automatically return to their home plane when they suffer sufficient damage to destroy them.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Natural Invisibility (Su): This ability is constant, allowing the stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): Invisible stalkers are consummate trackers and make Spot checks instead of the usual Wilderness Lore checks to trace a creature’s passage.

Elder Xorn Large Outsider(Earth); CR 8; HD 15d8+60; HP 127;
Init +0; Spd 20 ft, burrow 20 ft; Face/Reach 10x10/10 ft;
AC 22 (-1 size, +13 natural); Atks Bite +21 melee(4d8+7), 3 claws +19 melee(1d6+3);
SA Burrow; SQ Xorn qualities; AL N; SV Fort +13, Ref +9, Will +9
Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: Hide +14, Intuit Direction +18, Knowledge (minerals) +12, Listen +18, Move Silently +18, Search +22, Spot +22, speak Terran and Common
Feats: Cleave, Great Cleave, 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.

Elder Arrowhawk Large Outsider(Air); CR 8; HD 15d8+45; HP 112;
Init +5; Spd fly 60 ft(perfect); Face/Reach 5x10/5 ft;
AC 22 (-1 size, +5 Dex, +8 natural); Atks Electricity ray +19 ranged touch(2d8); or bite +20 melee(2d6+9);
SA Electricity ray; SQ Immunities, fire and cold resistance 20;
AL N; SV Fort +12, Ref +14, Will +10
Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Escape Artist +23, Intuit Direction +16, Knowledge (Plane of Air) +15, Listen +19, Search +18, Sense Motive +19, Spot +19, speak Auran
Feats: Blind-Fight, Combat Reflexes, Dodge, Weapon Finesse (bite)
Electricity Ray (Su): An arrowhawk can fire this ray once a round, with a range of 45 feet.
Immunities (Ex): Arrowhawks have acid, electricity, and poison immunity.

Elder Tojanida Large Outsider(Water); CR 9; HD 15d8+60; HP 127;
Init +1; Spd 10 ft; swim 90 ft; Face/Reach 10x5/5 ft;
AC 24 (-1 size, +1 Dex, +14 natural); Atks Bite +20 melee(4d6+6), 2 claws +15 melee(1d8+3);
SA Improved grab, ink cloud; SQ All-around vision, acid and cold immunity, fire and electricity resistance 20; AL N; SV Fort +13, Ref +10, Will +10
Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9
Skills: Escape Artist +19, Hide +15, Intimidate +17, Intuit Direction +19, Knowledge (Plane of Water) +13, Listen +19, Search +6, Spot +20, speak Aquan
Feats: Blind-Fight, Cleave, Dodge, Power Attack
Improved Grab (Ex): To use this ability, the tojanida must hit with a bite or claw attack. If it gets a hold, it automatically deals that weapon’s damage each round the hold is maintained. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at top speed. A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
All-Around Vision (Ex): Tojanidas’ multiple apertures allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which the tojanida can squirt into an opponent’s eyes. The affected creature must succeed at a Reflex save or be blinded for 1 round. The save DC is 19 against an elder.

Blue Slaad Large Outsider(Chaotic); CR 8; HD 8d8+24; HP 60;
Init +2; Spd 30 ft; Face/Reach 5x5/10 ft;
AC 18 (-1 size, +2 Dex, +7 natural); Atks 4 rakes +11 melee(2d6+4), bite +9 melee(2d8+2 and disease);
SA Spell-like abilities, disease, summon slaad; SQ Fast healing 5, resistances;
AL CN; SV Fort +9, Ref +8, Will +4
Str 19, Dex 15, Con 17, Int 6, Wis 6, Cha 10
Skills: Climb +14, Jump +15, Listen +8, Move Silently +9, Spot +8
Feats: Dodge, Mobility, Multiattack
Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.
Summon Slaad (Sp): Once per day a blue slaad can attempt to summon another blue 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.
Spell-Like Abilities: At will: hold person, passwall, and telekinesis. These abilities are as the spells cast by a 10th-level sorcerer (save DC 10 + spell level).
Once per day three blue slaadi working together can produce chaos hammer (save DC 16) as the spell cast by a 15th-level sorcerer.
Disease (Ex): The bite of a blue slaad can cause a terrible transformation. Affected creatures must succeed at a Fortitude save (DC 17) or be infected with a disease that transforms the victim over the next week into a red slaad. The infected creature can attempt a new save each day to throw off the infection. If the infected being is an arcane spellcaster, the disease instead produces a green slaad.
Treasure: Potion of Endurance, Potion of Hiding, Potion of Invisibility, Dwarven Waraxe +1 (+12, 1d10+5, x3)


Hamatula (Baatezu) Medium-size Outsider (Evil, lawful); CR 8; HD 9d8+9; HP 49;
Init +0; Spd 30 ft;
AC 22 (+12 natural); Atks 2 claws +12 melee(2d4+3 and fear);
SA Fear, improved grab, impale 3d4+4, stun, wound, summon baatezu; SQ DR 10/+1, SR 23, baatezu qualities; AL LE; SV Fort +7, Ref +6, Will +8
Str 17, Dex 11, Con 13, Int 12, Wis 14, Cha 10
Skills: Concentration +13, Hide +12, Listen +15, Move Silently +12, Search +13, Sense Motive +13, Spot +15, speak Infernal, Celestial, and Draconic
Feats: Alertness, Cleave, Power Attack
Summon Baatezu (Sp): Once per day a hamatula can attempt to summon 2d10 lemures with a 50% chance of success, or another hamatula 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.
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 can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: animate dead, charm person, desecrate, doom, hold person, major image, produce flame, pyrotechnics, and suggestion; 1/day-order’s wrath or unholy blight. These abilities are as the spells cast by a 9th-level sorcerer (save DC 10 + spell level).
A hamatula can teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Fear (Su): A creature hit by a hamatula must succeed at a Will save (DC 14) or be affected as though by fear cast by a 9th-level sorcerer. Whether or not the save is successful, that creature cannot be affected again by that hamatula’s fear ability for one day.
Improved Grab (Ex): To use this ability, the hamatula must hit with a claw attack. If it gets a hold, it can impale the opponent on its barbed body.
Impale (Ex): A hamatula deals 3d4+4 points of damage to a grabbed opponent with a successful grapple check.
Treasure: Potion of Reduce, Divine Scroll [ Flame  Blade(l2,  cl3), Aid(l2,  cl3), Faerie  Fire(l1,  cl1) ], Wand of Magic  Missile  (l1,  cl1)  (4  charges)

Osyluth (Baatezu) Large Outsider (Evil, Law); CR 6; HD 5d8+10; HP 32;
Init +4; Spd 40 ft; Face/Reach 5x5/10 ft;
AC 17 (-1 size, +8 natural); Atks Bite +9 melee(1d8+5), 2 claws +4 melee(1d4+2), sting +4 melee(3d4+2 and poison);
SA Spell-like abilities, fear aura, poison, summon baatezu; SQ DR 10/+1, SR 22, baatezu qualities, know alignment; AL LE; SV Fort +6, Ref +4, Will +6
Str 21, Dex 10, Con 15, Int 14, Wis 14, Cha 14
Skills: Concentration +8, Hide +3, Listen +11, Move Silently +8, Search +8, Sense Motive +10, Spot +12, speak Infernal, Celestial, and Draconic.
Feats Alertness, Improved Initiative
Summon Baatezu (Sp): Once per day an osyluth can attempt to summon 2d10 lemures with a 50% chance of success, or another osyluth 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.
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, dimensional anchor, doom, fly, invisibility (self only), major image, suggestion, and wall of ice. These abilities are as the spells cast by a 7th-level sorcerer (save DC 12 + spell level).
An osyluth can also teleport without error (self plus 50 pounds of objects only) at will as the spell cast by a 12th-level sorcerer.
Fear Aura (Su): Osyluths can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed at a Will save (DC 14) or be affected as though by a fear spell cast by a 7th-level sorcerer. A creature that successfully saves cannot be affected again by the same osyluth’s aura for one day. Other baatezu are immune to the aura.
Poison (Ex): Sting, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
Know Alignment (Su): Osyluths always know the alignment of any creature they look upon.

Fiendish Dire Tiger Huge Outsider; CR 10; HD 16d8+48; HP 120;
Init +2; Spd 40 ft; Face/Reach 10x30/10 ft;
AC 16 (-2 size, +2 Dex, +6 natural); Atks 2 claws +18 melee(2d4+8), bite +13 melee(2d6+4);
SA Pounce, improved grab, rake 2d4+4, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 20, DR 10/+3, SR 25; AL CE; SV Fort +13, Ref +12, Will +11
Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +0*, Jump +11, Listen +3, Move Silently +9, Spot +3, Swim +11
Dire tigers receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
Pounce (Ex): If a dire tiger 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 dire tiger must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A dire tiger can make two rake attacks (+18 melee) against a held creature with its hind legs for 2d4+4 damage each. If the dire tiger pounces on an opponent, it can also rake.
Smite Good (Su): Once per day the creature can make a normal attack to deal +16 additional damage against a good foe.


Bebilith Huge Outsider(Chaotic, Evil); CR 9; HD 12d8+48; HP 102;
Init +5; Spd 40 ft, climb 20 ft; Face/Reach 15x15/10 ft;
AC 25 (-2 size, +1 Dex, +16 natural); Atks Bite +19 melee(2d6+9 and poison), 2 claws +14 melee(2d4+4 and armor damage);
SA Web, poison, armor damage, improved grab, find target; SQ DR 30/+3, Protective aura, Plane shift, Scent, telepathy; AL CE; SV Fort +12, Ref +9, Will +9
Str 28, Dex 12, Con 18, Int 11, Wis 13, Cha 13
Skills: Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot +17, do not speak but understand Abyssal
Feats: Alertness, Cleave, Improved Initiative, Power Attack
Telepathy (Su): Can communicate telepathically with any creature within 100 feet that has a language
Web (Ex): Four times per day a bebilith can shoot webs from its abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 20, and there is 75% chance that the webbing won’t burn if any sort of fire is applied to it (check each round).
Poison (Ex): Bite, Fortitude save (DC 20); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.
Armor Damage (Ex): A bebilith’s claws can catch and tear an opponent’s armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever the bebilith hits with a claw attack, adding to the opponent’s roll any magical bonus for the armor or shield. If the bebilith wins, the affected armor or shield is torn away and ruined.
Protective Aura (Su): A magic circle against chaos, evil, good, or law effect always surrounds a bebilith, identical with the spell cast by a 12th-level sorcerer. The bebilith usually chooses magic circle against chaos but can change the aura each round as a free action. The aura can be dispelled, but the bebilith can create it again during its next turn as a free action. (The defensive benefits from the aura are not included in the creature’s statistics.)
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell of the same name.

Fiendish Giant Octopus Large Outsider (Aquatic); CR 10; HD 8d8+8; HP 44;
Init +2; Spd 20 dt, swim 30 ft; Face/Reach 5x5/10 ft;
AC 18 (-1 size, +2 Dex, +7 natural); Atks 8 tentacle rakes +10 melee(1d4+5), bite +5 melee(1d8+2);
SA Improved grab, constrict, Smite Good; SQ Ink cloud, jet, Darkvision 60 ft, Cold and fire resistance 15, DR 5/+2, SR 16; AL CE; SV Fort +7, Ref +8, Will +3
Str 20, Dex 15, Con 13, Int 3, Wis 12, Cha 3
Skills: Hide +11, Listen +4, Spot +4
Improved Grab (Ex): To use this ability, the giant octopus must hit a Medium-size or smaller opponent with a tentacle rake attack. If it gets a hold, it can constrict.
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check against Medium-size or smaller creatures.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 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): A giant octopus can jet backward once a round as a double move action, at a speed of 200 feet.
Smite Good (Su): Once per day the creature can make a normal attack to deal +8 additional damage against a good foe.