Special Attacks smite evil 1/day
STATISTICS
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills Fly +8, Perception +10; Racial Modifiers +8 Perception
SPECIAL ABILITIES Smite Evil (Su) Once per day as a swift action a celestial eagle can add +1 damage against an evil foe. The smite persists until the target is dead or the celestial eagle rests.
Special Attacks smite evil 1/day
STATISTICS
Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+9 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
SPECIAL ABILITIES Smite Evil (Su) Once per day as a swift action a celestial dog can add +1 damage against an evil foe. The smite persists until the target is dead or the celestial dog rests.
SUMMON MONSTER II
Small Air Elemental (Augmented):
CR 1
N Small outsider (air, elemental, extraplanar)
Augmented Small Air Elemental—HP: 17/17 | AC: 17 (14 Tch, 14 FF) | CMB: +4, CMD: 17 | F: +6, R: +6, W: +0; | DR 3/evil
Init +7; Senses darkvision 60 ft.; Perception +4
DEFENSE 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; DR 3/evil; Immune elemental traits
OFFENSE Speed fly 100 ft. (perfect)
Melee slam +6 (1d4+4)
Special Attacks whirlwind (DC 14)
STATISTICS
Str 16, Dex 17, Con 16, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 17
Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) +1, Perception +4, Stealth +11
Languages Auran
SPECIAL ABILITIES Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Ex) A small air elemental can transform into whirlwinds and remain in that form for up to 1 round. It can continue to fly at its fly speed while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind's width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the small air elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through a creature's space. A small air elemental in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (equal to the small air elemental's slam attack) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 14) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated 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.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind's volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature 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 concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Small Earth Elemental (Augmented):
CR 1
N Small outsider (earth, elemental, extraplanar)
Special Attacks earth mastery
STATISTICS
Str 20, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +6; CMD 15
Feats Improved Bull RushB, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
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 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.)
Small Fire Elemental (Augmented):
CR 1
N Small outsider (elemental, extraplanar, fire)
Augmented Small Fire Elemental—HP: 15/15 | AC: 16 (13 Tch, 14 FF) | CMB: +3, CMD: 15 | F: +5, R: +4, W: +0; | DR 3/evil
Init +5; Senses darkvision 60 ft.; Perception +4
DEFENSE AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 size)
hp 11 (2d10)
Fort +5, Ref +4, Will +0
DR 3/evil; Immune elemental traits, fire
Weaknesses vulnerability to cold
OFFENSE Speed 50 ft.
Melee slam +4 (1d4+3 plus burn)
[dice=slam]1d20+4[/dice]
[dice=bludgeoning]1d4+3[/dice]damage
[dice=fire]1d4[/dice] damage, DC 13 Reflex save or take 1d4 fire damage at the start of your turn for [dice=rounds]1d4[/dice]
Special Attacks burn (1d4, DC 13)
STATISTICS
Str 14, Dex 13, Con 14, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +3; CMD 15
Feats Dodge, Improved InitiativeB, Weapon FinesseB
Skills Acrobatics +5, Climb +6, Escape Artist +5, Intimidate +4, Knowledge (planes) +1, Perception +4
Languages Ignan
SPECIAL ABILITIES Burn (Ex) A small fire elemental deals the listed burn damage as fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must also succeed on a Reflex save or catch fire, taking the listed damage for an additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
Small Water Elemental (Augmented):
CR 1
N Small outsider (elemental, extraplanar, water)
Augmented Small Water Elemental—HP: 17/17 | AC: 17 (11 Tch, 17 FF) | CMB: +5, CMD: 15 | F: +6, R: +3, W: +0; | DR 3/evil
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
DR 3/evil; Immune elemental traits
OFFENSE Speed 20 ft., swim 90 ft.
Melee slam +7 (1d6+6) or slam +6 (1d6+9 w/Power Attack)
Special Attacks drench, vortex (DC 15), water mastery
STATISTICS
Str 18, Dex 10, Con 17, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +5; CMD 15
Feats Power Attack
Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, Perception +4, Stealth +8, Swim +14
Languages Aquan
SPECIAL ABILITIES 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).
Vortex (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack, but can only form underwater and cannot leave the water.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, 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.
Celestial Squid (Augmented):
CR 1
N Medium animal (aquatic)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +7
DEFENSE AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
Defensive Ability ink cloud (5-ft. radius); DR 3/evil; Resist acid 5, cold 5, electricity 5; SR 6
OFFENSE Speed swim 60 ft., jet 240 ft.
Melee bite +6 (1d3+4), tentacles +4 (1d4+2 plus grab)
Special Attacks smite evil 1/day
STATISTICS
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, MultiattackB
Skills Perception +7, Swim +12
SPECIAL ABILITIES Ink Cloud (Ex) A squid can emit a 5-foot-radius cloud of ink once per minute as a free action while underwater. This cloud provides total concealment. The ink persists for 1 minute.
Jet (Ex) A squid can jet in a straight line as a full-round action. It does not provoke attacks of opportunity while jetting.
Smite Evil (Su) Once per day as a swift action a celestial squid can add +3 damage against an evil foe. The smite persists until the target is dead or the celestial squid rests.
Celestial Wolf (Augmented):
CR 1
N Medium animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+8)
Fort +5, Ref +5, Will +1
DR 3/evil; Resist acid 5, cold 5, electricity 5; SR 5
OFFENSE Speed 50 ft.
Melee bite +4 (1d6+4 plus trip)
Special Attacks smite evil 1/day
STATISTICS
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 Perception +8, Stealth +6, Survival +1 (+5 scent tracking); Racial Modifiers +4 Survival when tracking by scent
SPECIAL ABILITIES Smite Evil (Su) Once per day as a swift action a celestial wolf can add +2 damage against an evil foe. The smite persists until the target is dead or the celestial wolf rests.
SUMMON MONSTER III
Cheetah (Augmented):
CR 2
N Medium animal
Init +8; Senses low-light vision, scent; Perception +5
DEFENSE AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
DR 3/evil
OFFENSE Speed 50 ft.; sprint
Melee bite +7 (1d6+5 plus trip), 2 claws +7 (1d3+5)
STATISTICS
Str 21, Dex 19, Con 19, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +5; CMD 19 (23 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass); Racial Modifiers +4 Stealth in tall grass
SPECIAL ABILITIES Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Leopard (Augmented):
CR 2
N Medium animal
Init +4; Senses low-light vision, scent; Perception +5
DEFENSE AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
DR 3/evil
OFFENSE Speed 30 ft., climb 20 ft.
Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5)
Special Attacks rage
STATISTICS
Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +12, Perception +10
SPECIAL ABILITIES Rage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.