![]() About Summoned Creatureaugmented summoned Lillend:
CG Large outsider (azata, chaotic, extraplanar, good) Init +3; Senses low-light vision, darkvision 60 ft.; Perception +13 DEFENSE AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, –1 size) hp [87] [7d10+49] Fort [+9], Ref +10, Will +10 Immune electricity, petrification, poison; Resist cold 10, fire 10 OFFENSE Speed 30 ft., fly 70 ft. (average) Melee +1 longsword [+14]/[+9] [2d6+10/19–20], tail slap [+8] [2d6+4 plus grab] Space 10 ft.; Reach 10 ft. Special Attacks bardic performance (20 rounds/day), constrict (2d6+5) Spell-Like Abilities (CL 7th) 3/day—darkness, hallucinatory terrain (DC 18), knock, light 1/day—charm person (DC 15), speak with animals, speak with plants Spells Known (CL 7th) 3rd (2/day)—charm monster (DC 17), cure serious wounds 2nd (4/day)—hold person (DC 16), invisibility, sound burst (DC 16),suggestion 1st (5/day)—charm person (DC 15), cure light wounds, identify, sleep (DC 15) 0 (at will)—dancing lights, daze (DC 14), detect magic, lullaby (DC 14),mage hand, read magic (DC 16) STATISTICS Str [24], Dex 17, Con [25], Int 14, Wis 16, Cha 19 Base Atk +7; CMB [+15]; CMD [28] (can't be tripped) Feats Combat Casting, Hover, Iron Will, Lightning Reflexes Skills Bluff +14, Diplomacy +14, Fly +11, Knowledge (nature) +9, Perception +13,Perform (stringed instruments) +16, Sense Motive +13, Survival +14; Racial Modifiers +4 Survival Languages Celestial, Draconic, Infernal; truespeech SPECIAL ABILITIES Bardic Performance A lillend has the bardic performance ability of a 7th-level bard, granting her access to that ability's countersong, fascinate, inspire courage, inspire competence, and suggestion aspects. Spells A lillend casts spells as a 7th-level bard. They favor enchantment and healing spells. augmented summoned Small earth Elemental:
N Small outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 Defense AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size) hp 17 (2d10+6) Fort +6, Ref –1, Will +3 Immune elemental traits Offense Speed 20 ft., burrow 20 ft., earth glide Melee slam +8 (1d6+6) Special Attacks earth mastery Statistics Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11 Base Atk +2; CMB +6; CMD 17 Feats Improved Bull RushB, Power Attack Skills Appraise +1, Climb +9, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran Ecology Environment any (Plane of Earth) Organization solitary, pair, or gang (3–8) Treasure none Special Abilities Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) augmented summoned Giant Centipede:
N Medium vermin Init +2; Senses darkvision 60 ft.; Perception +4 DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 7 (1d8+3) Fort +5, Ref +2, Will +0 Immune mind-affecting effects OFFENSE Speed 40 ft., climb 40 ft. Melee bite +2 (1d6+1 plus poison) Special Attacks poison STATISTICS Str 13, Dex 15, Con 16, Int —, Wis 10, Cha 2 Base Atk +0; CMB +1; CMD 13 (can't be tripped) Feats Weapon FinesseB Skills Climb +12, Perception +4, Stealth +10; Racial Modifiers +4 Perception, +8 Stealth ECOLOGY Environment temperate or warm forest or underground Organization solitary, pair, or colony (3–6) Treasure none SPECIAL ABILITIES Poison (EX) Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus. Giant centipedes attack nearly any living creatures with their poisonous jaws. These creatures adapt to many environments and feed voraciously on the local fauna, including humanoids. The coloration of giant centipedes mirrors that of normal centipedes and spans the spectrum, ranging from dull hues to bright reds and fiery oranges. Other species of giant centipedes exist as well, some smaller but most quite a bit larger. You can adjust the stats given here by changing Hit Dice and size (changing Strength, Dexterity, and Constitution as appropriate) to represent a wide range of giant centipede species. The following table lists the most common variants. augmented summoned Babau Demon:
CE Medium outsider (chaotic, demon, evil, extraplanar) Init +5; Senses darkvision 60 ft., see invisibility; Perception +19 DEFENSE AC 19, touch 11, flat-footed 18 (+1 Dex, +8 natural) hp 87(7d10+49) Fort +12, Ref +6, Will +5 Defensive Abilities protective slime; DR 10/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 17 OFFENSE Speed 30 ft. Melee 2 claws +14(1d6+7), bite +14(1d6+7) or longspear +14/+9(1d8+9/×3), bite +9(1d6+4) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) Special Attacks sneak attack +2d6 Spell-Like Abilities (CL 7th) Constant—see invisibility At will—darkness, dispel magic, greater teleport (self plus 50 lbs. of objects only) 1/day—summon (level 3, 1 babau at 40%) STATISTICS Str 25, Dex 13, Con 24, Int 14, Wis 13, Cha 16 Base Atk +7; CMB +14; CMD 25 Feats Combat Reflexes, Improved Initiative, Iron Will, Skill Focus (Stealth) Skills Acrobatics +11, Climb +12, Disable Device +11, Escape Artist +11, Perception +19, Sense Motive +11, Sleight of Hand +11, Stealth +22 Racial Modifiers +8 Perception, +8 Stealth Languages Abyssal, Celestial, Draconic; telepathy 100 ft. SPECIAL ABILITIES Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage. augmented summoned Large Earth Elemental:
N Large outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11 DEFENSE AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, –1 size) hp 84 (8d10+40) Fort +11, Ref +1, Will +6 DR 5/—; Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee 2 slams +16 (2d6+9) Space 10 ft.; Reach 10 ft. Special Attacks earth mastery STATISTICS Str 28, Dex 8, Con 21, Int 6, Wis 11, Cha 11 Base Atk +8; CMB +18; CMD 27 Feats Cleave, Greater Bull Rush, Improved Bull Rush, Improved Overrun, Power Attack (-2 hit/+4 dam) Skills Appraise +6, Climb +15, Knowledge (dungeoneering) +3, Knowledge (planes) +6, Perception +11, Stealth +5 Languages Terran SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) augmented summoned Bralani:
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger) Init +8; Senses darkvision 60 ft., low-light vision; Perception +15 DEFENSE AC 20, touch 14, flat-footed 16 (+4 Dex, +6 natural) hp 80(7d10+42) Fort +9, Ref +9, Will +6 DR 10/cold iron or evil; Immune electricity, petrification; Resist cold 10, fire 10;SR 17 OFFENSE Speed 40 ft., fly 100 ft. (perfect) Melee +1 scimitar +15/+10 (1d6+10/18–20) or slam +14 (1d6+9) Ranged +1 composite longbow +12/+7 (1d8+6/×3) Special Attacks whirlwind blast Spell-Like Abilities (CL 6th) At Will—blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall 2/day—lightning bolt (DC 15), cure serious wounds STATISTICS Str 24, Dex 18, Con 23, Int 13, Wis 14, Cha 15 Base Atk +7; CMB +14; CMD 28 Feats Blind-Fight, Improved Initiative, Iron Will, Skill Focus (Perception) Skills Bluff +12, Fly +22, Handle Animal +12, Perception +15, Ride +14, Sense Motive +12, Stealth +14 Languages Celestial, Draconic, Infernal; truespeech SQ wind form SPECIAL ABILITIES Whirlwind Blast (Su) When in wind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 17 half). The save DC is Constitution-based. Wind Form (Su) A bralani can shift between its humanoid body and a body made of wind and mist as a standard action. In humanoid form, it cannot fly or use its whirlwind blast. In wind form, it functions as if under the effects of a wind walk spell. It can make slam attacks and use spell-like abilities in either form. A bralani remains in one form until it chooses to assume its other form. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed (both shapes are its true form). A true seeing spell reveals both forms simultaneously. augmented summoned Medium Earth Elemental:
N Medium outsider (earth, elemental, extraplanar) Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7 DEFENSE AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) hp 42 (4d10+20) Fort +9, Ref +0, Will +4 Immune elemental traits OFFENSE Speed 20 ft., burrow 20 ft., earth glide Melee slam +11(1d8+9) Special Attacks earth mastery STATISTICS Str 24, Dex 8, Con 21, Int 4, Wis 11, Cha 11 Base Atk +4; CMB +11; CMD 20 Feats Cleave, Improved Bull Rush, Power Attack (-2 hit/+4 dam) Skills Appraise +1, Climb +10, Knowledge (dungeoneering) +2, Knowledge (planes) +2, Perception +7, Stealth +3 Languages Terran SPECIAL ABILITIES Earth Glide (Ex) A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15Fortitude save. Earth Mastery (Ex) An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply tobull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.) augmented summoned Hound Archon:
LG Medium outsider (archon, extraplanar, good, lawful) Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception+10 Aura aura of menace (DC 16), magic circle against evil DEFENSE AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil) hp 51[6d10+18] Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil DR 10/evil; Immune electricity, petrification; SR 15 OFFENSE Speed 40 ft. Melee bite +10 (1d8+5), slam +10 (1d4+3) or mwk greatsword +11/+6 (2d6+5), bite +5 (1d8+4) Spell-Like Abilities (CL 6th) Constant—detect evil, magic circle against evil At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message STATISTICS Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12 Base Atk +6; CMB +10; CMD 20 Feats Improved Initiative, Iron Will, Power Attack Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13,Survival +14; Racial Modifiers +4 Stealth, +4 Survival Languages Celestial, Draconic, Infernal; truespeech SQ change shape (beast shape II) SPECIAL ABILITIES Change Shape (Su) A hound archon can assume any canine form of Small to Large size, as if using beast shape II. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any dog-like or wolf-like creature of the animal type. augmented summoned Lantern Archon:
Lantern Archon CR 2 XP -- LG Small outsider (archon, extraplanar, good, lawful) Init +4 Senses darkvision 60 ft., low-light vision Perception +4 Aura aura of menace (DC 13) DEFENSE AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2 deflect vs. evil) hp 17 (2d10+6) Fort +6, Ref +3, Will +0; +4 vs. poison, +2 resistance vs. evil DR 10/evil; Immune electricity, petrification OFFENSE Speed fly 60 ft. (perfect) Ranged 2 light rays +3 ranged touch (1d6) Spell-Like Abilities (CL 3rd) At Will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only) STATISTICS Str 5, Dex 11, Con 16, Int 6, Wis 11, Cha 10 Base Atk +2; CMB -2; CMD 8 Feats Improved Initiative Skills Diplomacy +5, Fly +14, Knowledge (planes) +3, Perception +4, Sense Motive+5 SPECIAL ABILITIES Gestalt (Su) Nine lantern archons can fuse together as a full-round action, becoming a single Large entity that is more powerful than the individual archons that make up its parts. Looking like a whirlwind of gestalt has all the powers and abilities of a Large air elemental plus the following: archon, good, and lawful subtypes; archon traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil and magic. in this form for 2d4 rounds. When the gestalt separates back into individual lantern archons, its remaining hit points are divided evenly among them; if it had less than 9 hit points, some of the component the gestalt ends. Aura of Menace (Su) Any hostile creature within a 20-foot radius of an archon must succeed on a Will save (DC 13) to resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type. |