Summon Monster II's page

11 posts. Alias of Wilmannator.


Classes/Levels

Shadow Wolf | HP: 17/17 | AC: 14 (12 Tch, 12 Fl) | CMB: +4, CMD: 16 | F: 7, R: 5, W: 1 | Init: +2 | Perc: +8, SM: +1 | Speed: 50ft | Active conditions: None.

About Summon Monster II

Favourites

Shadow Wolf:

Shadow wolf (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 278)
N Medium outsider (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 50 ft.
Melee bite +4 (1d6+4)
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Statistics
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Str 17, Dex 15, Con 19, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 to jump), Perception +8, Stealth +6; Racial Modifiers +4 to survival when tracking by scent
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Trip (Ex) You can make a trip attempt on a successful attack.

Shadow Wolf | HP: 17/17 | AC: 14 (12 Tch, 12 Fl) | CMB: +4, CMD: 16 | F: 7, R: 5, W: 1 | Init: +2 | Perc: +8, SM: +1 | Speed: 50ft | Active conditions: None.

Zoog:

Zoog (Pathfinder RPG Bestiary 3 288)
CN Tiny magical beast
Init +2; Senses darkvision 60 ft., low-light vision, scent, spell sight; Perception +5
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Defense
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AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 15 (2d10+4)
Fort +5, Ref +5, Will +1
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +6 (1d3), 2 claws +6 (1d2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks bleed: bite (1)
Spell-Like Abilities (CL 1st; concentration -2)
. . Constant—detect magic, speak with animals
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Statistics
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Str 10, Dex 15, Con 14, Int 5, Wis 12, Cha 5
Base Atk +2; CMB +2; CMD 12 (16 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +12, Climb +14, Perception +5; Racial Modifiers +6 Acrobatics, +6 Climb
Languages Aklo
SQ otherworldly touch
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Special Abilities
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Bleed: Bite (1) (Ex) Attack causes additional damage at the beginning of the target's turn.
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Otherworldly Touch (Ex) Natural attacks strike incorporeal foes as though ghost touch.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Sight (Su) Eyes shine light in 15 ft cone which causes magic to glow faintly.

Zoog | HP: 15/15 | AC: 14 (14 Tch, 12 Fl) | CMB: +2, CMD: 12 | F: 5, R: 5, W: 1 | Init: +2 | Perc: +5, SM: +1 | Speed: 30ft, climb 30ft | Active conditions: None.

Backups

Shadow Giant Worker Ant:

Worker ant shadow giant (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 16)
N Medium outsider (vermin)
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +5
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Defense
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AC 15, touch 10, flat-footed 15 (+5 natural)
hp 22 (2d8+13)
Fort +8, Ref +0, Will +1
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 50 ft., climb 20 ft.
Melee bite +5 (1d6+6)
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Statistics
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Str 18, Dex 10, Con 21, Int —, Wis 13, Cha 11
Base Atk +1; CMB +5; CMD 15 (23 vs. trip)
Feats Toughness
Skills Acrobatics +0 (+8 to jump), Climb +12, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
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Special Abilities
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Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Giant Worker Ant | HP: 22/22 | AC: 15 (10 Tch, 15 Fl) | CMB: +5, CMD: 15 | F: 8, R: 0, W: 1 | Init: +0 | Perc: +5, SM: +1 | Speed: 50ft, climb 20ft | Active conditions: None.

Shadow Giant Centipede:

Shadow giant centipede (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 43)
N Medium outsider (vermin)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +4
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 7 (1d8+3)
Fort +5, Ref +2, Will +0
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 7
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Offense
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Speed 40 ft., climb 40 ft.
Melee bite +2 (1d6+1)
Special Attacks poison
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Statistics
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Str 13, Dex 15, Con 16, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 13 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +2 (+6 to jump), Climb +10, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth
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Special Abilities
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Climbing (40 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd for 6 rds; effect 1d3 Dex; cure 1 save.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (7) You have Spell Resistance.

Shadow Giant Centipede | HP: 7/7 | AC: 14 (12 Tch, 12 Fl) | CMB: +1, CMD: 13 | F: 5, R: 2, W: 0 | Init: +2 | Perc: +4, SM: +0 | Speed: 40ft, climb 40ft | Active conditions: None.

Shadow Giant Frog:

Shadow giant frog (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 135)
N Medium outsider (animal)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +3
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Defense
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AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 19 (2d8+10)
Fort +8, Ref +6, Will -1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 30 ft., swim 30 ft.
Melee bite +5 (1d6+4 plus grab), tongue +5 ( plus grab)
Special Attacks pull (5 ft.), swallow whole (1d4 b, ac 10, 1 hp)
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Statistics
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Str 19, Dex 13, Con 20, Int 1, Wis 8, Cha 6
Base Atk +1; CMB +5 (+9 grapple); CMD 16 (20 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +9 (+13 to jump), Perception +3, Stealth +5, Swim +12; Racial Modifiers +4 Acrobatics, +4 Stealth
SQ tongue
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Tongue (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pull (5 feet) (Ex) You can pull targets closer to you.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Swallow Whole (1d4 B, AC 10, 1 HP) (Ex) You can swallow smaller targets whole.
Swimming (30 feet) You have a Swim speed.
Tongue (Ex) A giant frog's tongue is a primary attack with reach equal to three times the frog's normal reach (15 feet for a Medium giant frog). A giant frog's tongue deals no damage on a hit, but can be used to grab.

Shadow Giant Frog | HP: 19/19 | AC: 12 (11 Tch, 11 Fl) | CMB: +5, CMD: 16 | F: 8, R: 6, W: -1 | Init: +1 | Perc: +3, SM: -1 | Speed: 30ft, swim 30ft | Active conditions: None.

Shadow Giant Spider:

Shadow giant spider (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 258)
N Medium outsider (vermin)
Init +3; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +4
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Defense
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AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +1
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+3)
Special Attacks poison, web (+5 ranged, DC 14, 3 hp)
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Statistics
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Str 15, Dex 17, Con 16, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 17
Skills Climb +18, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
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Special Abilities
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+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 16) (Ex) Poison—Injury; save Fort DC 16; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Web (+5 ranged, 3 hp, 8/day, DC 14) (Ex) You can set or toss webbing.

Shadow Giant Spider | HP: 22/22 | AC: 14 (13 Tch, 11 Fl) | CMB: +4, CMD: 17 | F: 6, R: 4, W: 1 | Init: +3 | Perc: +4, SM: 0 | Speed: 30ft, climb 30ft | Active conditions: None.

Shadow Goblin Dog:

Shadow goblin dog (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 157)
N Medium outsider (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +1
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 11 (1d8+7)
Fort +6, Ref +4, Will +1
Defensive Abilities shadow blend; Immune disease; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 50 ft.
Melee bite +4 (1d6+6)
Special Attacks allergic reaction
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Statistics
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Str 19, Dex 14, Con 19, Int 2, Wis 12, Cha 8
Base Atk +0; CMB +4; CMD 16
Feats Toughness
Skills Acrobatics +2 (+10 to jump), Stealth +6
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Special Abilities
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Allergic Reaction (DC 14) (Ex) Non-goblins touching you must make a Fort save or take a -2 DEX and CHA penalty for 1 day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Immunity to Disease You are immune to diseases.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Goblin Dog | HP: 11/11 | AC: 13 (12 Tch, 11 Fl) | CMB: +4, CMD: 16 | F: 6, R: 4, W: 1 | Init: +3 | Perc: +1, SM: +1 | Speed: 50ft | Active conditions: None.

Shadow Horse:

Shadow horse (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 177)
N Large outsider (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 19 (2d8+10)
Fort +8, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 50 ft.
Melee 2 hooves +0 (1d4+2)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 20, Dex 14, Con 21, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +7; CMD 19 (23 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Horse | HP: 19/19 | AC: 11 (11 Tch, 9 Fl) | CMB: +7, CMD: 19 | F: 8, R: 5, W: 1 | Init: +2 | Perc: +6, SM: +1 | Speed: 50ft | Active conditions: None.

Shadow Hyena:

Shadow hyena (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 179)
N Medium outsider (animal)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
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Defense
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AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 50 ft.
Melee bite +5 (1d6+6)
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Statistics
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Str 18, Dex 15, Con 19, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +5; CMD 17
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+10 to jump), Perception +8, Stealth +6 (+10 in tall grass); Racial Modifiers +4 Stealth in tall grass
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Hyena | HP: 17/17 | AC: 14 (12 Tch, 12 Fl) | CMB: +5, CMD: 17 | F: 7, R: 5, W: 1 | Init: +2 | Perc: +8, SM: +1 | Speed: 50ft | Active conditions: None.

Shadow Octopus:

Shadow octopus (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 219)
N Small outsider (aquatic, animal)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
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Defense
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AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 17 (2d8+8)
Fort +7, Ref +6, Will +1
Defensive Abilities ink cloud, shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed 20 ft., jet, swim 30 ft.
Melee bite +5 (1d3+3), tentacle +3 ( plus grab)
Special Attacks poison
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Statistics
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Str 16, Dex 17, Con 18, Int 2, Wis 13, Cha 3
Base Atk +1; CMB +3 (+7 grapple); CMD 16 (can't be tripped)
Feats Multiattack, Weapon Finesse[B]
[b]Skills
Acrobatics +3 (-1 to jump), Escape Artist +13, Stealth +20, Swim +11; Racial Modifiers +10 Escape Artist, +8 Stealth
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grab: Tentacle (Small) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Ink Cloud (10' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (200 feet) Move in a straight line at 200, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd for 6 rds; effect 1 Str; cure 1 save.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Swimming (30 feet) You have a Swim speed.

Shadow Octopus | HP: 17/17 | AC: 15 (14 Tch, 12 Fl) | CMB: +3, CMD: 16 | F: 7, R: 6, W: 1 | Init: +3 | Perc: +1, SM: +1 | Speed: 20ft, swim 30ft | Active conditions: None.

Shadow Squid:

Shadow squid (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 259)
N Medium outsider (aquatic, animal)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Defensive Abilities ink cloud, shadow blend; Resist cold 5, electricity 5; SR 8
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Offense
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Speed jet, swim 60 ft.
Melee bite +6 (1d3+4), tentacle +6 (1d4+4 plus grab)
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Statistics
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Str 19, Dex 15, Con 15, Int 2, Wis 12, Cha 2
Base Atk +2; CMB +6 (+10 grapple); CMD 18
Feats Improved Initiative, Lightning Reflexes, Multiattack
[b]Skills
Perception +7, Swim +12
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Ink Cloud (5' radius, 1/minute) (Ex) Emit an ink cloud, which provides total concealment.
Jet (240 feet) Move in a straight line at 240, with no attacks of opportunity.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Swimming (60 feet) You have a Swim speed.

Shadow Squid | HP: 19/19 | AC: 13 (12 Tch, 11 Fl) | CMB: +6, CMD: 18 | F: 5, R: 7, W: 2 | Init: +6 | Perc: +7, SM: +1 | Speed: swim 60ft | Active conditions: None.

Illegal Options

Air Elemental:

Air, small elemental (Pathfinder RPG Bestiary 120)
N Small outsider (air, elemental, extraplanar)
Init +7; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +6, Will +0
Defensive Abilities air mastery; Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
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Offense
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Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+4)
Special Attacks whirlwind
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Statistics
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Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Flyby Attack, Improved Initiative, Weapon Finesse
[b]Skills
Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
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Special Abilities
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Air Mastery (Ex) Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (100 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Whirlwind (DC 14) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly speed equal to its land speed (average maneuverability) while in whirlwind form.
...more on whirlwind...

Air Elemental | HP: 17/17 | AC: 17 (14 Tch, 14 Fl) | CMB: +4, CMD: 17 | F: 6, R: 6, W: 0 | Init: +2 | Perc: +4, SM: +0 | Speed: fly 100ft (perfect) | Active conditions: None.

Earth Elemental:

Earth, small elemental (Pathfinder RPG Bestiary 122)
N Small outsider (earth, elemental, extraplanar)
Init -1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
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Defense
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AC 17, touch 10, flat-footed 17 (-1 Dex, +7 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref -1, Will +3
Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
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Offense
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Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery
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Statistics
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Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6 (+8 bull rush); CMD 15 (17 vs. bull rush, 15 vs. overrun)
Feats Improved Bull Rush, Power Attack
Skills Acrobatics -1 (-5 to jump), Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
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Special Abilities
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Burrowing (20 feet) You have a Burrow speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earth Glide Burrow through any earth or stone (except metal) as a fish through water.
Earth Mastery +1 to hit, dam, bull rush, and overrun if both self and foe are on ground, -4 otherwise.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Tremorsense (60 feet) Sense things and creatures without seeing them.

Earth Elemental | HP: 17/17 | AC: 17 (10 Tch, 17 Fl) | CMB: +6, CMD: 15 | F: 6, R: -1, W: 3 | Init: -1 | Perc: +4, SM: +0 | Speed: 20 ft, burrow 20ft, earth glide | Active conditions: None.

Fire Elemental:

Fire, small elemental (Pathfinder RPG Bestiary 124)
N Small outsider (elemental, extraplanar, fire)
Init +5; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 15 (2d10+4)
Fort +5, Ref +4, Will +0
Immune bleeds, critical hits, fire, flanking, paralysis, poison, precision damage, sleep, stunning
Weaknesses vulnerable to cold
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Offense
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Speed 50 ft.
Melee slam +5 (1d4+3 plus burn)
Special Attacks burn (1d4 fire, DC 13)
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Statistics
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Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +5 (+13 to jump), Climb +6, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
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Special Abilities
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Burn: Slam (1d4 fire, DC 13) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Fire You are immune to fire damage.
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Vulnerable to Cold You are vulnerable (+50% damage) to Cold damage.

Fire Elemental | HP: 15/15 | AC: 16 (13 Tch, 14 Fl) | CMB: +3, CMD: 15 | F: 5, R: 4, W: 0 | Init: +5 | Perc: +4, SM: +0 | Speed: 50 ft | Active conditions: None.

Water Elemental:

Water, small elemental (Pathfinder RPG Bestiary 126)
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
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Defense
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AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
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Offense
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Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+6)
Special Attacks drench, water mastery, whirlwind
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Statistics
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Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5; CMD 15 (15 vs. bull rush, 15 vs. overrun)
Feats Power Attack
Skills Acrobatics +4 (+0 to jump), Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +16
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Swimming (90 feet) You have a Swim speed.
Vortex (DC 15) (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form, otherwise it gains a fly s
Water Mastery (Ex) +1 to hit, dam, bull rush, and overrun if both self and foe are in water, -4 otherwise.

Water Elemental | HP: 17/17 | AC: 17 (11 Tch, 17 Fl) | CMB: +5, CMD: 15 | F: 6, R: 3, W: 0 | Init: +0 | Perc: +4, SM: +0 | Speed: 20ft, swim 90ft | Active conditions: None.

Lemure:

Lemure devil (Pathfinder RPG Bestiary 79)
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +0; Senses darkvision 60 ft., see in darkness; Perception +0
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Defense
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AC 14, touch 10, flat-footed 14 (+4 natural)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
DR 5/good or silver; Immune fire, mind-affecting effects, poison; Resist acid 10, cold 10
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Offense
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Speed 20 ft.
Melee 2 claws +4 (1d4+2)
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Statistics
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Str 15, Dex 10, Con 16, Int —, Wis 11, Cha 5
Base Atk +2; CMB +4; CMD 14
Skills Acrobatics +0 (-4 to jump)
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Special Abilities
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Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
See in Darkness See perfectly in darkness of any kind, including magical darkness.

Lemure | HP: 17/17 | AC: 14 (10 Tch, 14 Fl) | CMB: +4, CMD: 14 | F: 6, R: 3, W: 0 | Init: +2 | Perc: +0, SM: +0 | Speed: 20ft | Active conditions: None.