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About Xallis' Summon MonsterSummon Monster stat profiles for Xallis Livara Summon Monster 2 Small Earth Elemental:
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+7) 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 Rush, Power Attack Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7 Languages Terran ------------------------------------------------------------------------ ECOLOGY ------------------------------------------------------------------------ Environment Underground or Any Organization Summoned by Xallis ------------------------------------------------------------------------ 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.) Summon Monster 3 Dretch:
Dretch CE Small outsider (chaotic, demon, evil, extraplanar) Init +0; Senses darkvision 60 ft.; Perception +5 ------------------------------------------------------------------------ DEFENSE ------------------------------------------------------------------------ AC 14, touch 11, flat-footed 14 (+3 natural, +1 size) hp 22 (2d10+11) Fort +7, Ref +0, Will +3; Immunity electricity, poison Resist acid 10, cold 10, fire 10 DR 5/cold iron or good ------------------------------------------------------------------------ OFFENSE ------------------------------------------------------------------------ Speed 20 ft Melee 2 claws +6 (1d4+3), bite +6 (1d4+3) Spell-Like Abilities (CL 6th) 1/day—cause fear (DC 11), stinking cloud (DC 13) ------------------------------------------------------------------------ STATISTICS ------------------------------------------------------------------------ Str 12+4, Dex 10, Con 14+4, Int 5, Wis 11, Cha 11 Base Atk +2; CMB +4; CMD 14 Feats toughness Skills Escape Artist +5, Perception +5, Stealth +9 Languages Abyssal (cannot speak); telepathy 100 ft. (limited to Abyssal-speaking targets) ------------------------------------------------------------------------ ECOLOGY ------------------------------------------------------------------------ Environment Urban or Any Organization Summoned by Xallis Summon Monster 4 Celestial Lion:
Celestial Lion N Large celestial animal Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +9 ------------------------------------------------------------------------ DEFENSE ------------------------------------------------------------------------ AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, -1 size) hp 42 (5d8+20) Fort +8, Ref +7, Will +2 SR 9 Resistances acid 10, cold 10, electricity 10 DR 5/Evil ------------------------------------------------------------------------ OFFENSE ------------------------------------------------------------------------ Speed 40 ft Melee bite +9 (1d8+7 plus grab), 2 claws +9 (1d4+7) Space[b] 10ft.; [b]Reach 5 ft. Special Attacks smite evil, pounce, rake (2 claws +9, 1d4+5) ------------------------------------------------------------------------ STATISTICS ------------------------------------------------------------------------ Str 21+4, Dex 17, Con 15+4, Int 2, Wis 12, Cha 6 Base Atk +3; CMB +11 (+15 grapple); CMD 24 (28 vs. trip) Feats Improved Initiative, Run, Skill Focus: Perception Skills Acrobatics +11 (+9 jumping), Perception +9, Stealth +8 (+12 in undergrowth) Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth) ------------------------------------------------------------------------ ECOLOGY ------------------------------------------------------------------------ Environment Urban or Any Organization Summoned by Xallis ------------------------------------------------------------------------ SPECIAL ABILITIES ------------------------------------------------------------------------ Smite Evil 1/day as a swift action (adds Cha bonus (0) to attack rolls and damage bonus equal to HD (+5) against evil foes; smite persists until target is dead). Hound Archon:
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 SR 9 Immunity electricity, petrification DR 10/Evil ------------------------------------------------------------------------ OFFENSE ------------------------------------------------------------------------ Speed 40 ft Melee bite +10 (1d8+6), or mwk greatsword +11/+6 (2d6+6), bite +5 (1d8+2) Spell-Like Abilities (CL 6th) Constant—detect evil, magic circle against evil At Will—aid, continual flame, message ------------------------------------------------------------------------ STATISTICS ------------------------------------------------------------------------ Str 15+4, Dex 10, Con 12+4, 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) ------------------------------------------------------------------------ ECOLOGY ------------------------------------------------------------------------ Environment Urban or Any Organization Summoned by Xallis ------------------------------------------------------------------------ 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. |