AUROCHS CR 2 (augmented)
XP 600
N Large animal
Init +0; Senses low-light vision, scent; Perception +9
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 natural, –1 size +2 deflection)
hp 28 (3d8+15)
Fort +6 +8, Ref +3, Will +1
OFFENSE
Speed 40 ft.
Melee gore +9 (1d8+12)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (2d6+12, DC 19)
STATISTICS
Str 23 27, Dex 10, Con 17 21, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +9 11; CMD 19 21 (23 25 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
ECOLOGY
Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none
SPECIAL ABILITIES
Stampede (Ex) A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample's save DC increases by +2.
dolphin:
AUGMENTED DOLPHIN CR 1/2
XP 200
N Medium animal
Init +2; Senses blindsight 120 ft., low-light vision; Perception +9
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d8+2)
Fort +6, Ref +5, Will +1
Resist acid 5, cold 5, electricity 5; SR 7;
OFFENSE
Speed swim 80 ft.
Melee slam +4 (1d4+4)
Special Attacks Smite Evil 1/day (swift action, +Cha bonus to attack, +HD bonus to damage; persists until target dead or creature rests).
STATISTICS
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +2; CMD 14
Feats Weapon Finesse
Skills Perception +9, Swim +13; Racial Modifiers +4 Perception
SQ hold breath
ECOLOGY
Environment any ocean
Organization solitary, pair, or pod (3–18)
Treasure none
SPECIAL ABILITIES
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
small earth elemental:
Augment Summoning: +4 STR & CON
SMALL EARTH ELEMENTAL CR 1
XP 400
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 12, 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+7)
Special Attacks earth mastery
STATISTICS
Str 16 20, Dex 8, Con 13 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
small water elemental:
Augment Summoning: +4 STR & CON
SMALL WATER ELEMENTAL CR 1
XP 400
N Small outsider (elemental, extraplanar, water)
Init +0; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 17, touch 11, flat-footed 17 (+6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +3, Will +0
Immune elemental traits
OFFENSE
Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+6)
Special Attacks drench, vortex (DC 13), water mastery
STATISTICS
Str 14 18, Dex 10, Con 13 17, Int 4, Wis 11, Cha 11
Small Mud Elemental (Augment Summoning ) CR 1
XP 400
N Small outsider (earth, elemental, extraplanar, water)
Init -1; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +5
DEFENSE
AC 16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +2, Will +0;
Immune acid, elemental traits;
OFFENSE
Speed 20 ft., burrow 10 ft., swim 30 ft. earth glide
Melee slam +7 (1d6+5 plus entrap)
Space 5 ft.Reach 5 ft.
Special Attacks entrap (DC 14, 10 minutes, hardness 5, hp 5)
STATISTICS
Str 18, Dex 8, Con 17, Int 4, Wis 11, Cha 11;
Base Atk 2; CMB 5; CMD 14
Feats Improved Bull RushB, Power Attack
Skills Climb +8, Escape Artist +3, Knowledge (planes) +1, Perception +5, Stealth +7, Swim +12
Languages Terran
ECOLOGY
Environment any land or water (Plane of Earth)
Organization solitary, pair, or gang (3-8)
Treasure none
SPECIAL ABILITIES
Earth Glide (Ex) A burrowing mud elemental can pass through dirt, gravel, or other loose or porous solid matter as easily as a fish swims through water. It cannot use this ability to pass through a solid barrier such as a stone or brick wall. 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 mud elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 17 Fortitude save.
Entrap (Ex) The mud from an elemental's entrap ability can be washed away in 1d3 rounds of immersion in water.
Small Ice Elemental:
Small Ice Elemental (Augment Summoning ) CR 1
XP 400
N Small outsider (air, cold, elemental, extraplanar, water)
Init -1; Senses darkvision 60 ft., snow vision; Perception +5
DEFENSE
AC 16, touch 10, flat-footed 16 (-1 Dex, +6 natural, +1 size)
hp 17 (2d10+6)
Fort +6, Ref +2, Will +0;
Immune cold, elemental traits;
Weaknesses vulnerable to fire
OFFENSE
Speed 20 ft., burrow (ice and snow only) 20 ft., swim 60 ft.
Melee slam +6 (1d4+4 plus 1d3 cold)
Space 5 ft.Reach 5 ft.
Special Attacks numbing cold (DC 14)
STATISTICS
Str 16, Dex 8, Con 17, Int 4, Wis 11, Cha 11;
Base Atk 2; CMB 4; CMD 13 (can't be tripped)
Feats Power Attack
Skills Knowledge (planes) +2, Perception +5, Stealth +8, Swim +11
Languages Aquan
SQ ice glide, icewalking
ECOLOGY
Environment any land or water (Plane of Water)
Organization solitary, pair, or gang (3-8)
Treasure none
SPECIAL ABILITIES
Ice Glide (Su) A burrowing ice elemental can pass through nonmagical ice and snow as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A control water spell cast on an area containing a burrowing ice elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 17 Fortitude save.
Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the elemental climbs must be icy. The elemental can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Numbing Cold (Su) When an ice elemental deals cold damage to a creature, that creature must succeed on a Fortitude save or be staggered for 1 round. The save DC 2 listed in the elemental's stat block and is Constitution-based.
Snow Vision (Ex) An ice elemental can see perfectly well in snowy conditions and does not take any penalties on Perception checks while in snow.