Evocazioni Summoner
DIRE BOAR CELESTIALE [Summon monster 3]
N Large animal
Init +4; Senses darkvision (60 ft.) low-light vision, scent; Perception +12
AC 15, touch 9, flat-footed 15 (+6 natural, –1 size)
hp 52 (5d8+25+5)
Fort +9, Ref +4, Will +2
Defensive Abilities ferocity, DR 5/evil
Resist Acid, Cold, and Electricity 10
Speed 40 ft.
Melee gore +10 melee (2d6+12)
Special Attack smite evil
Str 27, Dex 10, Con 21, Int 2, Wis 13, Cha 8
Base Atk +3; CMB +12; CMD 22 (26 vs trip)
Feats Improved Initiative, Skill Focus (Perception), Toughness
Skills Perception +12
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+5) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
CELESTIAL LEOPARD [Summon monster 3]
N Medium celestial animal
Init +4; Senses low-light vision, scent; Perception +5
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 25 (3d8+12)
Fort +7, Ref +7, Will +2
SR 7
Resist Acid, Cold, and Electricity 5
Speed 30 ft., climb 20 ft.
Melee bite +7 (1d6+5 plus grab), 2 claws +7 (1d3+5)
Special Attacks pounce, rake (2 claws +6, 1d3+3), smite evil
Str 20, Dex 19, Con 19, Int 2, Wis 13, Cha 6
Base Atk +2; CMB +7 (+11 grapple); CMD 21 (25 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +8, Climb +13, Perception +5, Stealth +11 (+15 in undergrowth);
Racial Modifiers +4 on Stealth in undergrowth
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
CELESTIAL APE [Summon monster 3]
N Large celestial animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)
hp 25 (3d8+12)
Fort +9, Ref +5, Will +2
SR 7
Resist acid, cold, and electricity 5
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attack smite evil
STATISTICS
Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +7; CMD 19
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +6, Climb +16, Perception +8
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
CELESTIAL AUROCH [Summon monster 3]
N Large celestial animal
Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception +9
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 natural, -1 size)
hp 28 (3d8+15)
Fort +8, Ref +3, Will +1
SR 7
Resist acid, cold, and electricity 5
OFFENSE
Speed 40 ft.
Melee gore +9 (1d8+12)
Special Attack stampede, trample (2d6+9, DC 19), smite evil
STATISTICS
Str 27, Dex 10, Con 21, Int 2, Wis 11, Cha 4
Base Atk +2; CMB +11; CMD 21 (25 vs trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
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.
Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+3) against evil foes; smite persists until target is dead or the celestial creature rests).
CELESTIAL WOLF [Summon monster 2]
N Medium celestial animal
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 17 (2d8+8)
Fort +7, Ref +5, Will +1
SR 6
Resist Acid, Cold, and Electricity 5
Speed 50 ft.
Melee bite +4 (1d6+3 plus trip)
Special Attack Smite evil
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)
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
EARTH ELEMENTAL SMALL [Summon Monster 2]
N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
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
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +8 (1d6+7)
Special Attacks earth mastery
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
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.)
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Celestial Dire Tiger [Summon monster VI]
N Large animal
Init +6; Senses low-light vision, scent; Perception +12, darkvision
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 133 (14d8+42+28)
Fort +14, Ref +11, Will +5
Resist Cold, Electricity and Acid 15
DR 10/evil
SR 14
OFFENSE
Speed 40 ft.
Melee 2 claws +20 (2d4+10 plus grab), bite +20 (2d6+10/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +20, 2d4+10)
STATISTICS
Str 31, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Base Atk +10; CMB +21 (+25 grapple); CMD 33 (37 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+14) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Celestial Dire Lion [Summon monster V]
N Large Animal
Init +6; Senses low-light vision, scent; Perception +11, darkvision
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 76 (8d8+24+16)
Fort +11, Ref +8, Will +3
Resist Cold, Electricity and Acid 10
DR 5/evil
SR 11
OFFENSE
Speed 40 ft.
Melee bite +14 (1d8+9 plus grab), 2 claws +15 (1d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +15, 1d6+9)
STATISTICS
Str 29, Dex 15, Con 21, Int 2, Wis 12, Cha 10
Base Atk +6; CMB +16 (+20 grapple); CMD 28 (32 vs. trip)
Feats Improved Initiative, Run, Skill Focus (Perception), Weapon Focus (claw)
Skills Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+8) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Celestial Woolly Rhino [Summon monster V]
N Large animal
Init +0; Senses scent; Perception +15
DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, –1 size)
hp 92 (8d8+40+16)
Fort +15, Ref +6, Will +3
Resist Cold, Electricity and Acid 10
DR 5/evil
SR 11
OFFENSE
Speed 30 ft.
Melee gore +16 (2d8+16)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 4d8+22), trample (2d6+16, DC 23)
STATISTICS
Str 32, Dex 10, Con 25, Int 2, Wis 13, Cha 3
Base Atk +6; CMB +18; CMD 30 (32 vs. trip)
Feats Diehard, Endurance, Great Fortitude, Skill Focus ( Perception)
Skills Perception +15
SPECIAL ABILITIES
Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+8) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
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