TEXT: Player’s Aid 
  III:
  Nature’s Ally 
  Summoning 
  Cards
  
   
  1 
   
  Player’s Aid III:  
  Nature’s Ally 
  Summoning Cards 
   
  by 
  4 Winds Fantasy Gaming  
   
  http://4windsfantasygaming.com  
   
  design – Connie J. Thomson & Robert W. Thomson  
  layout – Robert W. Thomson  
   
  4WF019 
   
  Player’s Aid III: Nature’s Ally Summoning Cards ©2010 4 Winds Fantasy Gaming. All Rights Reserved. 
  Player’s Aid III: Nature’s Ally Summoning Cards is presented under the Open Game License. See page 36 
  for the text of the Open Game License. All material on pages 6 through 35 are considered to be Open 
  Game Content. The Introduction and How to Use the Cards sections are considered Product Identity. 
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
  http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game 
  Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. 
   
  
   
  2 
  Introduction 
   
  To aid players of druids and 
  rangers, and to make all other 
  players and GMs happier people, 
  we proudly present Player’s Aid 
  III: Nature’s Ally Summoning 
  Cards. Each card contains a stat 
  block for a creature on the 
  nature’s ally summoning lists in 
  the 
  Pathfinder 
  Roleplaying 
  Game Core Rulebook. Each stat 
  block 
  also 
  includes 
  the 
  necessary adjustments to the 
  creature if your spellcaster has 
  the Augment Summoning feat. 
   
  Now, with these cards, your GM 
  and the other players won’t 
  groan in frustration when you 
  announce you are going to 
  summon a ally of nature! You 
  simply find the card of the 
  creature you want to summon 
  and – ta-da! – you’re ready to 
  go! 
   
  We hope you enjoy these cards! 
  Good gaming! 
   
  Robert & Connie Thomson 
  4 Winds Fantasy Gaming 
   
  Using the Nature’s Ally Summoning Cards 
   
  The nature’s ally summoning 
  cards are really easy to use. 
  Just print the pages out, cut the 
  cards apart, then when you 
  need one, find the card of the 
  creature you are summoning 
  and set it beside you at the 
  gaming table. Now, you only 
  need 
  to 
  refer 
  to 
  the 
  card 
  whenever 
  your 
  summoned 
  creature acts. No more flipping 
  pages and scribbling notes! 
   
  Most necessary information for 
  the creature is included, straight 
  from the Pathfinder Roleplaying 
  Game Bestiary – a full stat block 
  and any special attacks, special 
  qualities or spell-like abilities. 
  Also, in brackets [ ] after certain 
  stats, skill and attacks are the 
  adjusted 
  numbers 
  based 
  on 
  bonuses applied through the 
  Augment Summoning feat. If 
  your spellcaster has that feat, 
  simply use the stats/numbers 
  inside the brackets and you 
  have the correct information for 
  your augmented creature. 
   
  Summon Nature's Ally I 
  School conjuration (summoning); 
  Level druid 1, ranger 1 
  Casting Time 1 round 
  Components V, S, DF 
  Range close (25 ft. + 5 ft./2 levels) 
  Effect one summoned creature 
  Duration 1 round/level (D) 
  Saving Throw none; Spell 
  Resistance no 
   
  This spell summons to your side 
  a natural creature (typically an 
  animal, fey, magical beast, 
  outsider with the elemental 
  subtype, or a giant). The 
  summoned ally appears where 
  you designate and acts 
  immediately, on your turn. It 
  attacks your opponents to the 
  
   
  3 
  best of its ability. If you can 
  communicate with the creature, 
  you can direct it not to attack, 
  to attack particular enemies, or 
  to perform other actions as you 
  command. 
   
  A summoned monster cannot 
  summon or otherwise conjure 
  another creature, nor can it use 
  any teleportation or planar 
  travel abilities. Creatures cannot 
  be summoned into an 
  environment that cannot 
  support them. Creatures 
  summoned using this spell 
  cannot use spells or spell-like 
  abilities that duplicate spells 
  that have expensive material 
  components (such as wish). 
   
  The spell conjures one of the 
  creatures from the 1st Level list. 
  You choose which kind of 
  creature to summon, and you 
  can change that choice each 
  time you cast the spell. All the 
  creatures on the table are 
  neutral unless otherwise noted. 
   
  When you use a summoning 
  spell to summon a creature with 
  an alignment or elemental 
  subtype, it is a spell of that 
  type. All creatures summoned 
  with this spell without alignment 
  subtypes have an alignment 
  that matches yours, regardless 
  of their usual alignment. 
  Summoning these creatures 
  makes the summoning spell's 
  type match your alignment. 
   
  Summon Nature's Ally II 
  School conjuration (summoning); 
  Level druid 2, ranger 2 
  This spell functions as summon 
  nature's ally I, except that you 
  summon one 2nd-level creature 
  or 1d3 1st-level creatures of the 
  same kind. 
   
  Summon Nature's Ally III 
  School conjuration (summoning) [see 
  text]; Level druid 3, ranger 3 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 3rd-level 
  creature, 1d3 2nd-level 
  creatures of the same kind, or 
  1d4+1 1st-level creatures of the 
  same kind. 
   
  Summon Nature's Ally IV 
  School conjuration (summoning) [see 
  text]; Level druid 4, ranger 4 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 4th-level 
  creature, 1d3 3rd-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
  Summon Nature's Ally V 
  School conjuration (summoning) [see 
  text]; Level druid 5 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 5th-level 
  creature, 1d3 4th-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
  Summon Nature's Ally VI 
  School conjuration (summoning) [see 
  text]; Level druid 6 
   
  This spell functions like summon 
  nature's ally I, except that you 
  
   
  4 
  can summon one 6th-level 
  creature, 1d3 5th-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
  Summon Nature's Ally VII 
  School conjuration (summoning) [see 
  text]; Level druid 7 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 7th-level 
  creature, 1d3 6th-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
  Summon Nature's Ally VIII 
  School conjuration (summoning) [see 
  text]; Level druid 8 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 8th-level 
  creature, 1d3 7th-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
  Summon Nature's Ally IX 
  School conjuration (summoning) [see 
  text]; Level druid 9 
   
  This spell functions like summon 
  nature's ally I, except that you 
  can summon one 9th-level 
  creature, 1d3 8th-level 
  creatures of the same kind, or 
  1d4+1 lower-level creatures of 
  the same kind. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Joe Calkins - Cerberus Illustration 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
  Table: Summon Nature’s Ally Spells 
  1st Level 
  Subtype 
  Dire Rat 
  - 
  Dog 
  - 
  Dolphin 
  - 
  Eagle 
  - 
  Giant Centipede 
  - 
  Fire Beetle 
  - 
  Mite 
  - 
  Poison Frog 
  - 
  Pony (Horse) 
  - 
  Stirge 
  - 
  Viper (Snake) 
  - 
  2nd Level 
  Subtype 
  Ant, Giant, Worker 
  - 
  Elemental (Small) 
  Elemental 
  Giant Frog 
  - 
  Giant Spider 
  - 
  Goblin Dog 
  - 
  Horse 
  - 
  Hyena 
  - 
  Octopus 
  - 
  Squid 
  - 
  Wolf 
  - 
  3rd Level 
  Subtype 
  Ant, Giant, Soldier 
  - 
  Ape 
  - 
  Aurochs (Herd Animal) 
  - 
  Boar 
  - 
  Cheetah 
  - 
  Constrictor Snake 
  - 
  Crocodile 
  - 
  Dire Bat 
  - 
  Electric Eel 
  - 
  Giant Crab 
  - 
  Giant Lizard 
  - 
  Leopard 
  - 
  Shark 
  - 
  Wolverine 
  - 
  4th Level 
  Subtype 
  Ant, Giant, Drone 
  - 
  Bison (Herd Animal) 
  - 
  Deinonychus (Dinosaur) 
  - 
  Dire Ape 
  - 
  Dire Boar 
  - 
  Dire Wolf 
  - 
  Elemental (Medium) 
  Elemental 
  Giant Stag Beetle 
  - 
  Giant Wasp 
  - 
  Griffin 
  - 
  Grizzly Bear 
  - 
  Lion 
  - 
  Mephit (Any) 
  Elemental 
  Owlbear 
  - 
  Pteranodon (Dinosaur) 
  - 
  Rhinoceros 
  - 
  Satyr 
  - 
  Tiger 
  - 
  5th Level 
  Subtype 
  Ankylosaurus (Dinosaur) 
  - 
  Cyclops 
  - 
  Dire Lion 
  - 
  Elemental (Large) 
  Elemental 
  Ettin 
  - 
  Giant Moray Eel 
  - 
  Girallon 
  - 
  Manticore 
  - 
  Orca (Dolphin) 
  - 
  Wooly Rhinoceros 
  - 
  6th Level 
  Subtype 
  Bulette 
  - 
  Dire Bear 
  - 
  Dire Tiger 
  - 
  Elasmosaurus (Dinosaur) 
  - 
  Elemental (Huge) 
  Elemental 
  Elephant 
  - 
  Giant Octopus 
  - 
  Giant Scorpion 
  - 
  Hill Giant 
  - 
  Stegosaurus (Dinosaur) 
  - 
  Stone Giant 
  Earth 
  Triceratops (Dinosaur) 
  - 
  7th Level 
  Subtype 
  Brachiosaurus (Dinosaur) 
  - 
  Dire Crocodile 
  - 
  Dire Shark 
  - 
  Elemental (Greater) 
  Elemental 
  Fire Giant 
  Fire 
  Frost Giant 
  Cold 
  Giant Squid 
  - 
  Mastodon (Elephant) 
  - 
  Roc 
  - 
  Tyrannosaurus (Dinosaur) 
  - 
  8th Level 
  Subtype 
  Cloud Giant 
  Air 
  Elemental (Elder) 
  Elemental 
  Purple Worm 
  - 
  9th Level 
  Subtype 
  Pixie 
  - 
  Storm Giant 
  - 
  
  Dire Rat (Summon Nature’s Ally I) 
  (Caster’s Alignment) Small animal [ (augmented) ] 
  Init +3; Senses low-light vision, scent; Perception +4 
  AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Fort +3 [ +5 ], Ref +5, Will +1 
  Speed 40 ft., climb 20 ft., swim 20 ft. 
  Melee bite +3 [ +5 ] (1d4+2 [ +4 ] plus disease) 
  Special Attacks disease 
  Str 10 [ 14 ], Dex 17, Con 13 [ 17 ], Int 2, Wis 13, Cha 4 
  Base Atk +0; CMB –1 [ +1 ]; CMD 12 [ 14 ] (16 [ 18 ] vs. trip) 
  Feats Skill Focus (Perception) 
  Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial 
  Modifiers uses Dex to modify Climb and Swim 
  Special Abilities 
  Disease (Ex) Filth fever: Bite—injury; save Fort DC 11 [ 13 ]; onset  
  1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con  
  damage; cure 2 consecutive saves. The save DC is Constitution- 
  based. 
   
  Dire rats grow up to 2 feet long and weigh up to 25 pounds. They are 
  common menaces in dungeons and city sewers alike. 
   
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  Dog (Summon Nature’s Ally I) 
  (Caster’s Alignment) Small animal [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +8 
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size) 
  hp 6 [ 8 ] (1d8+2 [ +4 ]) 
  Fort +4 [ +6 ], Ref +3, Will +1 
  Speed 40 ft. 
  Melee bite +2 (1d4+1 [ +3 ]) 
  Str 13 [ 17 ], Dex 13, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +0; CMB +0 [ +2 ]; CMD 11 [ 13 ] (15 [ 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 
   
  The normal dog statistics presented here describe any small dog of 
  about 20–50 pounds in weight. They can also be used for small wild 
  canines such as coyotes, jackals, and feral dogs. 
   
  In the wild, dogs are vicious and territorial creatures. 
   
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  Dolphin (Summon Nature’s Ally I) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses blindsight 120 ft., low-light vision; Perception +9 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 11 [ 15 ] (2d8+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +5, Will +1 
  Speed swim 80 ft. 
  Melee slam +3 (1d4+1 [ +3 ]) 
  Str 12 [ 16 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Weapon Finesse 
  Skills Perception +9, Swim +13 [ +15]; Racial Modifiers +4  
  Perception 
  SQ hold breath 
  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. 
   
  Dolphins are social predators that hunt shallow seas and rivers in large 
  family groups called pods. Sailors are fond of dolphins and frequently 
  tell tales of dolphins saving drowning fishermen or killing sharks with 
  blows from their powerful snouts. 
   
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  Eagle (Summon Nature’s Ally I) 
  (Caster’s Alignment) Small animal [ (augmented) ] 
  Init +2; Senses low-light vision; Perception +10 
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Fort +3 [ +5 ], Ref +4, Will +2 
  Speed 10 ft., fly 80 ft. (average) 
  Melee 2 talons +3 (1d4 [ +2 ]), bite +3 (1d4 [ +1 ]) 
  Str 10 [ 14 ], Dex 15, Con 12 [ 16 ], Int 2, Wis 15, Cha 7 
  Base Atk +0; CMB –1 [ +1 ]; CMD 11 [ 13 ] 
  Feats Weapon Finesse 
  Skills Fly +8, Perception +10; Racial Modifiers +8 Perception 
   
  Eagles generally weigh between 8 and 15 pounds, with a wingspan of 
  up to 7 feet, depending on the species. 
   
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  Giant Centipede (Summon Nature’s Ally I) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +2; Senses darkvision 60 ft.; Perception +4 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 5 [ 7 ] (1d8+1 [ +3 ]) 
  Fort +3 [ +5 ], Ref +2, Will +0 
  Immune mind-affecting effects 
  Speed 40 ft., climb 40 ft. 
  Melee bite +2 (1d6–1 [ +1 ] plus poison) 
  Special Attacks poison 
  Str 9 [ 13 ], Dex 15, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +0; CMB –1; CMD 11 [ 13 ] (can't be tripped) 
  Feats Weapon FinesseB 
  Skills Climb +10 [ +12 ], Perception +4, Stealth +10; Racial  
  Modifiers +4 Perception, +8 Stealth 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 13; 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. 
   
  NOTES:_________________________________________________ 
   
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  Fire Beetle (Summon Nature’s Ally I) 
  (Caster’s Alignment) Small vermin [ (augmented) ] 
  Init +0; Senses low-light vision; Perception +0 
  AC 12, touch 11, flat-footed 12 (+1 natural, +1 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Fort +2 [ +4 ], Ref +0, Will +0 
  Immune mind-affecting effects 
  Speed 30 ft., fly 30 ft. (poor) 
  Melee bite +1 [ +3 ] (1d4 [ +2 ]) 
  Str 10 [ 14 ], Dex 11, Con 11 [ 15 ], Int —, Wis 10, Cha 7 
  Base Atk +0; CMB –1 [ +1 ]; CMD 9 [ 11 ] (17 [ 19 ] vs. trip) 
  Skills Fly –2 
  SQ luminescence 
  Special Abilities 
  Luminescence (Ex) A fire beetle's glowing glands provide light in a 
  10-foot radius. A dead fire beetle's luminescent glands continue to 
  glow for 1d6 days after its death. 
   
  Although nocturnal, the fire beetle lacks darkvision—it relies on its own 
  glowing glands for illumination. Caged fire beetles are a popular source 
  of long-lasting illumination among eccentrics and miners. 
   
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  Mite (Summon Nature’s Ally I) 
  (Caster’s Alignment) Small fey [ (augmented) ] 
  Init +1; Senses darkvision 120 ft., low-light vision, scent; 
  Perception +5 
  AC 12 [ 14 ], touch 12 [ 14 ], flat-footed 11 (+1 [ +3 ] Dex, +1 
  size) 
  hp 3 [ 5 ] (1d6 [ +2 ]) 
  Fort +0 [ +2 ], Ref +3, Will +3 
  DR 2/cold iron 
  Weaknesses light sensitivity 
  Speed 20 ft., climb 20 ft. 
  Melee dagger +0 [ +2 ] (1d3–1 [ +1 ]/19–20) 
  Ranged dart +2 (1d3–1 [ +1 ]) 
  Special Attacks hatred 
  Spell-Like Abilities (CL 1st) 
  At will—prestidigitation 
  1/day—doom (DC 10) 
  Str 8 [ 12 ], Dex 13, Con 11 [ 15 ], Int 8, Wis 13, Cha 8 
  Base Atk +0; CMB –2 [ +0 ]; CMD 9 [ 11 ] 
  Feats Point-Blank Shot 
  Skills Climb +7 [ +9 ], Handle Animal +0, Perception +5, Ride +2, 
  Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleight of 
  Hand, +4 Stealth 
  Languages Undercommon 
  SQ vermin empathy +4 
  Special Abilities 
  Hatred (Ex) Mites receive a +1 bonus on attack rolls against 
  humanoid creatures of the dwarf or gnome subtype due to special 
  training against these hated foes. 
  Vermin Empathy (Ex) Functions as a druid's wild empathy, with a +4 
  racial bonus on the check. This empathic communication imparts 
  on vermin a modicum of implanted intelligence and treats swarms 
  as if they were one creature possessing a single mind. 
   
  Mites often use tricks to annoy their enemies. When faced with 
  dangerous foes, a mite uses its doom ability to hex a foe. A mite is 3 
  feet tall and weighs 40 pounds. 
   
  NOTES:_________________________________________________ 
  Poison Frog (Summon Nature’s Ally I) 
  (Caster’s Alignment) Tiny animal [ (augmented) ] 
  Init +1; Senses low-light vision; Perception +3 
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size) 
  hp 4 [ 6 ] (1d8 [ +2 ]) 
  Fort +2 [ +4 ], Ref +3, Will –1 
  Speed 10 ft., swim 20 ft. 
  Melee bite +3 (1 plus poison) 
  Str 2 [ 6 ], Dex 12, Con 11 [ 15 ], Int 1, Wis 9, Cha 10 
  Base Atk +0; CMB –1; CMD 7 (11 vs. trip) 
  Feats Weapon Finesse 
  Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim 
  +9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; 
  uses Dex to swim 
  Special Abilities 
  Poison (Ex) Injury; save Fort DC 10 [ 12 ]; frequency 1/round for 6 
  rounds; effect 1d2 Con damage; cure 1 save. 
   
  Poisonous frogs are a bright green color, with additional bright yellow, 
  red, or blue markings. They are just over a foot long and weigh 10 
  pounds. The poison of poisonous frogs is often gathered by primitive 
  tribes and used to coat darts and arrows for hunting. 
   
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  Pony (Summon Nature’s Ally I) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +5 
  AC 11, touch 11, flat-footed 10 (+1 Dex) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +4, Will +0 
  Speed 40 ft. 
  Melee 2 hooves –3 [ -1 ] (1d3 [ +2 ]) 
  Str 13 [ 17 ], Dex 13, Con 14 [ 18 ], Int 2, Wis 11, Cha 4 
  Base Atk +1; CMB +2 [ +4 ]; CMD 13 [ 15 ] (17 [ 19 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +5 
  SQ docile 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a pony’s hooves are treated as secondary attacks. 
   
  Ponies are smaller breeds of horses better suited to halflings, gnomes, 
  and dwarves, but they also make fond pets for humans as well. They 
  stand 3 to 4 feet tall and weigh about 600 pounds. 
   
  A light load for a pony is up to 100 pounds, a medium load is 101–200 
  pounds, and a heavy load is 201–300 pounds. A pony can drag 1,500 
  pounds. 
   
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  Stirge (Summon Nature’s Ally I) 
  (Caster’s Alignment) Tiny magical beast [ (augmented) ] 
  Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +1 
  AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size) 
  hp 5 [ 7 ] (1d10 [ +2 ]) 
  Fort +2 [ +4 ], Ref +6, Will +1 
  Speed 10 ft., fly 40 ft. (average) 
  Melee touch +7 (attach) 
  Special Attacks blood drain 
  Str 3 [ 7 ], Dex 19, Con 10 [ 14 ], Int 1, Wis 12, Cha 6 
  Base Atk +1; CMB +3 [ +5 ] (+11 [ +13 ] grapple when attached); 
  CMD 9 [ +11 ] (17 [ +19 ] vs. trip) 
  Feats Weapon Finesse 
  Skills Fly +8, Stealth +16 
  SQ diseased 
  Special Abilities 
  Attach (Ex) When a stirge hits with a touch attack, it latches onto the 
  target, effectively grappling its prey. The stirge loses its DEX bonus 
  to AC and has an AC of 12, but holds on with great tenacity and 
  inserts its proboscis into the grappled target's flesh. A stirge has a 
  +8 racial bonus to maintain its grapple. An attached stirge can be 
  struck with a weapon or grappled itself—if its prey manages to win 
  a grapple check or Escape Artist check against it, the stirge is 
  removed. 
  Blood Drain (Ex) A stirge drains blood at the end of its turn if it is 
  attached to a foe, inflicting 1 point of CON damage. Once a stirge 
  has dealt 4 points of CON damage, it detaches and flies off to 
  digest the meal. If its victim dies before the stirge's appetite has 
  been sated, the stirge detaches and seeks a new target. 
  Diseased (Ex) Stirges are harbingers of disease. Any creature 
  subjected to a stirge's blood drain attack has a 10% chance of 
  being exposed to filth fever, blinding sickness, or a similar disease. 
  Once this check is made, the victim can no longer be infected by 
  this particular stirge, though attacks by different stirges are 
  resolved normally and may result in multiple illnesses. 
   
  NOTES:_________________________________________________ 
   
  Viper (Summon Nature’s Ally I) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +5; Senses low-light vision, scent; Perception +9 
  AC 14, touch 11, flat-footed 13 (+1 Dex, +3 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +4, Will +1 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +2 (1d4–1 [ +1 ] plus poison) 
  Str 8 [ 12 ], Dex 13, Con 14 [ 18 ], Int 1, Wis 13, Cha 2 
  Base Atk +1; CMB +0 [ +2 ]; CMD 11 [ 13 ] (can't be tripped) 
  Feats Improved Initiative, Weapon FinesseB 
  Skills Acrobatics +9, Climb +9, Perception +9, Stealth +9, Swim +9; 
  Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics; 
  modifies Climb and Swim with Dexterity 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Con; cure 1 save. 
   
  Countless species of poisonous snakes dwell in the wild, their bites 
  capable of bringing down creatures much larger than themselves.  
   
  Venomous snakes are generally far more aggressive than constrictor 
  snakes. 
   
  NOTES:_________________________________________________ 
   
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  Ant, Giant, Worker (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 13; (+5 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft., 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ]), sting +3 [ +5 ] (1d4+2 [ +4 ]) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +3 [ +5 ] (+7 [ +9] grapple); CMD 13 [ 15 ] (21 
  [ 23] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial 
  Modifiers +4 Perception, +4 Survival 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
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  Elemental, Air, Small (Summon Nature’s Ally II) 
  (Caster’s Alignment) Small outsider (air, elemental, extraplanar)  
  [ (augmented) ] 
  Init +7; Senses darkvision 60 ft.; Perception +4 
  AC 17, touch 14, flat-footed 14 (+3 Dex, +3 natural, +1 size) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +6, Will +0 
  Defensive Abilities air mastery 
  Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee slam +6 (1d4+1 [ +3 ]) 
  Special Attacks whirlwind (3/day, 10–20 ft. high, 1d4+1 [ +3 ] 
  damage, DC 12) 
  Str 12 [ 16 ], Dex 17, Con 12 [ 16 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +2; CMD 15 [ 17 ] 
  Feats Flyby Attack, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +7, Escape Artist +7, Fly +17, Knowledge (planes) 
  +1, Perception +4, Stealth +11 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  Elemental, Earth, Small (Summon Nature’s Ally II) 
  (Caster’s Alignment) Small outsider (earth, elemental, extraplanar) 
  [ (augmented) ] 
  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 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref –1, Will +3 
  Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +6 [ +8 ] (1d6+4 [ +6 ]) 
  Special Attacks earth mastery 
  Str 16 [ 20 ], Dex 8, Con 13 [ 17 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +4 [ +6 ]; CMD 13 [ 15 ] 
  Feats Improved Bull RushB, Power Attack 
  Skills Appraise +1, Climb +7 [ +9 ], Knowledge (dungeoneering) +1, 
  Knowledge (planes) +1, Perception +4, Stealth +7 
  Special Abilities 
  Earth Glide (Ex) A burrowing earth elemental can pass through stone, 
  dirt, or almost any other sort of earth except metal. If protected 
  against fire damage, it can even glide through lava. 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. 
    
  A Small earth elemental is about 4 feet tall and weighs about 80 lbs. 
  An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals 
  look like terrestrial animals made out of rock, earth, or even crystal, 
  with glowing gemstones for eyes. Bits of vegetation frequently grow in 
  the soil that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
  Elemental, Fire, Small (Summon Nature’s Ally II) 
  (Caster’s Alignment) Small outsider (elemental, extraplanar, fire) 
  [ (augmented) ] 
  Init +5; Senses darkvision 60 ft.; Perception +4 
  AC 16, touch 13, flat-footed 14 (+1 Dex, +1 dodge, +3 natural, +1 
  size) 
  hp 11 [ 15 ] (2d10 [ +4 ]) 
  Fort +3 [ +5 ], Ref +4, Will +0 
  Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee slam +4 (1d4 [ +2 ] plus burn) 
  Special Attacks burn (1d4, DC 11) 
  Str 10 [ 14 ], Dex 13, Con 10 [ 14 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +1 [ +3]; CMD 13 [ 15 ] 
  Feats Dodge, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +5, Climb +4 [ +6 ], Escape Artist +5, Intimidate 
  +4, Knowledge (planes) +1, Perception +4 
  Special Abilities 
  Burn (Ex) DC 11 Reflex save or catch fire, taking 1d4 damage for an 
  additional 1d4 rounds at the start of 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 save. Creatures that hit the fire 
  elemental with natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental and must make a Reflex 
  save to avoid catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  Elemental, Water, Small (Summon Nature’s Ally II) 
  (Caster’s Alignment) Small outsider (elemental, extraplanar, water) 
  [ (augmented) ] 
  Init +0; Senses darkvision 60 ft.; Perception +4 
  AC 17, touch 11, flat-footed 17 (+6 natural, +1 size) 
  hp 13 [ 17 ] (2d10+2 [ +6 ]) 
  Fort +4 [ +6 ], Ref +3, Will +0 
  Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee slam +5 [ +7 ] (1d6+3 [ +5 ]) 
  Special Attacks drench, vortex (DC 13), water mastery 
  Str 14 [ 18 ], Dex 10, Con 13 [ 17 ], Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +3 [ +5 ]; CMD 13 [ +15 ] 
  Feats Power Attack 
  Skills Acrobatics +4, Escape Artist +4, Knowledge (planes) +1, 
  Perception +4, Stealth +8, Swim +14 [ +16 ] 
  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 (CL 2nd). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  
  Giant Frog (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium Animal [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +3 
  AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +6, Will –1 
  Speed 30 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab) or tongue +3 touch 
  (grab) 
  Special Attacks pull (tongue, 5 feet), swallow whole (1d4 
  bludgeoning damage, AC 10, 1 hp), tongue 
  Str 15 [ 19 ], Dex 13, Con 16 [ 20 ], Int 1, Wis 8, Cha 6 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 14 [ 16 ] (18 
  [ 20 ] vs. trip) 
  Feats Lightning Reflexes 
  Skills Acrobatics +9 (+13 jumping), Perception +3, Stealth +5, Swim 
  +10 [ +12 ]; Racial Modifiers +4 Acrobatics (+8 jumping), +4 
  Stealth 
  Special Abilities 
  Tongue (Ex) A giant frog's tongue is a primary attack with 15 feet 
  reach. A giant frog's tongue deals no damage on a hit, but can be 
  used to grab. A giant frog does not gain the grappled condition 
  while using its tongue in this manner. 
   
  Giant frogs have razor-sharp teeth lining their mouths. They are 6 feet 
  long and weigh 200 pounds. 
   
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  Giant Web-spinning Spider (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Special Attack web (+5 ranged, DC 12, hp 2) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Climb +16 [ +18 ], Perception +4 (+8 in webs), Stealth +7 
  (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in 
  webs), +16 Climb 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
  Web (Ex) Can throw a web up to 8 times per day with a maximum 
  range of 50 ft., a range increment of 10 ft., effective against 
  targets up to 1 size category larger. Entangled creatures escape 
  with a DC 12 Escape Artist check or Strength check. Attempts to 
  burst a web by those caught in it suffer a –4 penalty. Attempts to 
  escape gain a +5 bonus if the trapped creature has something to 
  walk on or grab. Each 5-foot-square section of web has 3 hp and 
  DR 5/—. A creature can move across its own web at its climb speed 
  and can pinpoint the location of any creature touching its web. 
   
  NOTES:_________________________________________________ 
   
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  Giant Hunting Spider (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex) 
  hp 16 [ 22 ] (3d8+3 [ +9 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Immune mind-affecting effects 
  Speed 30 ft., climb 30 ft. 
  Melee bite +2 [ +4 ] (1d6 [ +2 ] plus poison) 
  Str 11 [ 15 ], Dex 17, Con 12 [ 16 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +2 [ +4 ]; CMD 15 [ 17 ] (27 [ 29 ] vs. trip) 
  Skills Acrobatics +11, Climb +16 [ +18 ], Perception +4 (+8 in 
  webs), Stealth +7; Racial Modifiers +8 Acrobatics, +4 
  Perception, +4 Stealth, +16 Climb 
  Special Abilities 
  Poison (Ex) Bite—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Strength damage; cure 1 save. 
   
  NOTES:_________________________________________________ 
   
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  Goblin Dog (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +1 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 9 [ 11 ] (1d8+5 [ +7 ]) 
  Fort +4 [ +6 ], Ref +4, Will +1 
  Immune disease 
  Speed 50 ft. 
  Melee bite +2 (1d6+3 plus allergic reaction) 
  Str 15 [ 19 ], Dex 14, Con 15 [ 19 ], Int 2, Wis 12, Cha 8 
  Base Atk +0; CMB +2 [ +4 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Stealth +6 
  Special Abilities 
  Allergic Reaction (Ex) A goblin dog's dander is highly irritating to all 
  creatures save those with the goblinoid subtype. A non-goblinoid 
  creature damaged by a goblin dog's bite, who deals damage to a 
  goblin dog with a natural weapon or unarmed attack, or who 
  otherwise comes into contact with a goblin dog (including attempts 
  to grapple or ride the creature) must make a DC 12 [ 14 ] 
  Fortitude save or break out in an itching rash. A creature affected 
  by this rash takes a –2 penalty to Dexterity and Charisma for 1 day 
  (multiple allergic reactions do not stack). Remove disease or any 
  magical healing removes the rash instantly. This is a disease effect.  
   
  A goblin dog is 5 feet long but weighs only 75 pounds. 
   
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  Horse (Summon Nature’s Ally II) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +6 
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size) 
  hp 15 [ 19 ] (2d8+6 [ +10 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Speed 50 ft. 
  Melee 2 hooves –2 [ +0 ] (1d4+1 [ +3 ]) 
  Str 16 [ 20 ], Dex 14, Con 17 [ 21 ], Int 2, Wis 13, Cha 7 
  Base Atk +1; CMB +5 [ +7 ]; CMD 17 [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Endurance, RunB 
  Skills Perception +6 
  SQ docile 
  Special Abilities 
  Docile (Ex) Unless specifically trained for combat (see the Handle 
  Animal skill), a horse's hooves are treated as secondary attacks. 
   
  Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 
  and 1,500 pounds. 
   
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  Hyena (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +7 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Speed 50 ft. 
  Melee bite +3 [ +5 ] (1d6+3 [ +5 ] plus trip) 
  Str 14 [ 18 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +1; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Alertness 
  Skills Perception +7, Stealth +6 (+10 in tall grass); Racial Modifiers 
  +4 Stealth in tall grass 
   
  Hyenas are pack hunters infamous for their cunning and their 
  unnerving, laughter-like vocalizations. They are largely scavengers, 
  but aren't above supplementing their diet of carrion with fresh prey. 
   
  Hyenas tend to hunt alone, but when hunting as a pack they typically 
  send one or two members against a foe's front while the rest of the 
  pack circles and attacks from behind. 
   
  Many of the savage humanoid races, particularly gnolls, use hyenas as 
  guard dogs. Such hyenas typically wear leather barding and are 
  trained from birth to be vicious and savage—many such creatures are 
  advanced hyenas. 
   
  NOTES:_________________________________________________ 
   
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  Octopus (Summon Nature’s Ally II) 
  (Caster’s Alignment) Small animal (aquatic) [ (augmented) ] 
  Init +3; Senses low-light vision; Perception +1 
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +6, Will +1 
  Defensive Abilities ink cloud (10-ft. radius) 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +5 (1d3+1 [ +3 ] plus poison), tentacles +3 (grab) 
  Str 12 [ 16 ], Dex 17, Con 14 [ 18 ], Int 2, Wis 13, Cha 3 
  Base Atk +1; CMB +1 [ +3 ] (+5 [ +7 ] grapple); CMD 14 [ 16 ] 
  (can't be tripped) 
  Feats MultiattackB, Weapon Finesse 
  Skills Escape Artist +13, Stealth +20, Swim +9 [ +11 ]; Racial 
  Modifiers +8 Stealth, +10 Escape Artist 
  Special Abilities 
  Ink Cloud (Ex) An octopus can emit a 10-foot-radius sphere of ink 
  once per minute as a free action. The ink provides total 
  concealment in water, and persists for 1 minute. 
  Jet (Ex) An octopus can jet backward once per round as a full-round 
  action, at a speed of 200 feet. It must move in a straight line while 
  jetting, and does not provoke attacks of opportunity when it does 
  so. 
  Poison (Ex) Bite—injury; save Fort DC 13 [ 15 ]; frequency 1/round 
  for 6 rounds; effect 1 Str; cure 1 save. 
   
  The octopus is a cunning animal capable of using complex tactics to 
  get food. 
   
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  Squid (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium animal (aquatic) [ (augmented) ] 
  Init +6; Senses low-light vision; Perception +7 
  AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural) 
  hp 13 [ 19 ] (3d8 [ +6 ]) 
  Fort +3 [ +5 ], Ref +7, Will +2 
  Defensive Abilities ink cloud (5-ft. radius) 
  Speed swim 60 ft., jet 240 ft. 
  Melee bite +4 [ +6 ] (1d3+2 [ +4 ]), tentacles +2 [ +4 ] (1d4+1  
  [ +3 ] plus grab) 
  Str 15 [ 19 ], Dex 15, Con 11 [ 15 ], Int 2, Wis 12, Cha 2 
  Base Atk +2; CMB +4 [ +6 ] (+8 [ +10 ] grapple); CMD 16 [ 18 ] 
  Feats Improved Initiative, Lightning Reflexes, MultiattackB 
  Skills Perception +7, Swim +10 [ +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. 
   
  Squids are aggressive predators that fear little and are more than 
  willing to attack prey larger than themselves. 
   
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  Wolf (Summon Nature’s Ally II) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 13 [ 17 ] (2d8+4 [ +8 ]) 
  Fort +5 [ +7 ], Ref +5, Will +1 
  Speed 50 ft. 
  Melee bite +2 [ +4 ] (1d6+1 [ +3 ] plus trip) 
  Str 13 [ 17 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +1; CMB +2 [ +4 ]; CMD 14 [ 16 ] (18 [ 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 
   
  Wandering alone or in packs, wolves sit at the top of the food chain. 
  Ferociously territorial and exceptionally wide-ranging in their hunting, 
  wolf packs cover broad areas. A wolf's wide paws contain slight 
  webbing between the toes that assists in moving over snow, and its 
  fur is a thick, water-resistant coat ranging in color from gray to brown 
  and even black in some species. Its paws contain scent glands that 
  mark the ground as it travels, assisting in navigation as well as 
  broadcasting its whereabouts to fellow pack members. Generally, a 
  wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs 
  between 45 and 150 pounds, with females being slightly smaller. 
   
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  Ant, Giant, Soldier (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +5 
  AC 15, touch 10, flat-footed 15; (+5 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +0, Will +1 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft. 
  Melee bite +3 [ +5 ] (1d6+2 [ +4 ] plus grab), sting +3 [ +5 ] 
  (1d4+2 [ +4 ] plus poison) 
  Str 14 [ 18 ], Dex 10, Con 17 [ 21 ], Int —, Wis 13, Cha 11 
  Base Atk +1; CMB +3 [ +5 ] (+7 [ +9 ] grapple); CMD 13  
  [ 15 ] (21 [ 23 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +10 [ +12 ], Perception +5, Survival +5; Racial 
  Modifiers +4 Perception, +4 Survival 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 12 [ 14 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
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  Ape, Gorilla (Summon Nature’s Ally III) 
  (Caster’s Alignment) Large animal [(augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Speed 30 ft., climb 30 ft. 
  Melee 2 slams +3 [ +5 ] (1d6+2 [ +4 ]) 
  Str 15 [ 19 ], Dex 15, Con 14 [ 18 ], Int 2, Wis 12, Cha 7 
  Base Atk +2; CMB +6 [ +8 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +14 [ 16 ], Perception +8 
   
  An adult male ape is 8 feet tall and can weigh as much as 400 pounds. 
  While generally shy and peaceful creatures when left to their own 
  business, gorillas are territorial and become highly aggressive when 
  provoked.  
   
  Gorillas typically make a large show of force before actually attacking, 
  thumping their chests with their palms, stamping their feet, and 
  roaring loudly. Any opponents who refuse to flee after this display are 
  attacked. Troops of apes fight together in a frenzy, tearing opponents 
  to pieces with their hands and teeth. 
   
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  Aurochs (Herd Animal) (Summon Nature’s Ally III) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +0; Senses low-light vision, scent; Perception +9 
  AC 13, touch 9, flat-footed 13 (+4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Speed 40 ft. 
  Melee gore +7 [ +9 ] (1d8+9 [ +11 ]) 
  Special Attacks stampede, trample (2d6+9 [ +11 ], DC 17 [ 19 ]) 
  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 
  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. 
   
  Aurochs (both singular and plural) are large herd animals similar to 
  domesticated cattle. 
   
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  Boar (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +0; Senses low-light vision, scent; Perception +6 
  AC 14, touch 10, flat-footed 14 (+4 natural) 
  hp 18 [ 22 ] (2d8+9 [ +13 ]) 
  Fort +6 [ +8 ], Ref +3, Will +1 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +4 [ +6 ] melee (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 4 
  Base Atk +1; CMB +4 [ +6 ]; CMD 14 [ 16 ] 
  Feats Toughness 
  Skills Perception +6 
   
  Much more ill-tempered and dangerous than their domesticated kin, 
  boars are omnivorous creatures common to temperate forests, 
  although they are not unknown in tropical climes. Other variants exist 
  as well, such as the particularly ugly warthogs that dwell in tropical 
  plains and savannahs. 
   
  A boar is four feet long and weighs 200 pounds. 
   
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  Cheetah (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +8; Senses low-light vision, scent; Perception +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Speed 50 ft.; sprint 
  Melee bite +6 (1d6+3 [ +5 ] plus trip), 2 claws +6 (1d3+3 [ +5 ]) 
  Str 17 [ 21 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ]; CMD 19 [ 21 ] (23 [ 25 ] 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. 
   
  The cheetah is a swift and deadly predator capable of moving with 
  incredible speed, allowing it to run down unsuspecting foes hundreds 
  of feet away. The hunting cat avoids areas of dense and tangled 
  undergrowth, but has great skill at lying in wait in tall grass. 
   
  An adult cheetah is 4-1/2 feet long and weighs 140 pounds. 
   
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  Constrictor Snake (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +3; Senses scent; Perception +12 
  AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +4 [ +6 ], Ref +6, Will +2 
  Speed 20 ft., climb 20 ft., swim 20 ft. 
  Melee bite +5 [ +7 ] (1d4+4 [ +6 ] plus grab) 
  Special Attacks constrict (1d4+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 17, Con 12 [ 16 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 18 [ 20 ] 
  (can't be tripped) 
  Feats Skill Focus (Perception), Toughness 
  Skills Acrobatics +15, Climb +11 [ +13 ], Perception +12, Stealth 
  +11, Swim +11 [ +13 ]; Racial Modifiers +4 Perception, +4 
  Stealth, +8 Acrobatics 
  Special Abilities 
  Constrict (Ex) A creature with this special attack can crush an 
  opponent, dealing bludgeoning damage, when it makes a 
  successful grapple check (in addition to any other effects caused by 
  a successful check, including additional damage). 
   
  Be they jungle-dwelling pythons or swamp-dwelling boas like the 
  anaconda, constrictor snakes are among the most deadly predatory 
  animals of the tropical wilds. Fortunately, these large snakes are 
  relatively passive, save for when they are preparing to shed their skins 
  or are particularly hungry. Nevertheless, the sinuous creatures are 
  held in fear by many societies who often ascribe fiendish qualities to 
  them. 
   
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  Crocodile (Summon Nature’s Ally III) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +1; Senses low-light vision; Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +6 [ +8 ], Ref +4, Will +2 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab) and tail slap +0 [ +2 ] 
  (1d12+2 [ +4 ]) 
  Special Attacks death roll (1d8+6 [ +8 ] plus trip) 
  Str 19 [ 23 ], Dex 12, Con 17 [ 21 ], Int 1, Wis 12, Cha 2 
  Base Atk +2; CMB +7 [ +9 ] (+11 [ +13 ] grapple); CMD 18 [ 20 ] 
  (22 [ 24 ] vs. trip) 
  Feats Skill Focus (Perception, Stealth) 
  Skills Perception +8, Stealth +5 (+13 in water), Swim +12 [ +14 ]; 
  Racial Modifiers +8 Stealth in water 
  SQ hold breath 
  Special Abilities 
  Death Roll (Ex) When grappling a foe of its size or smaller, a 
  crocodile can perform a death roll upon making a successful 
  grapple check. As it clings to its foe, it tucks in its legs and rolls 
  rapidly, twisting and wrenching its victim. The crocodile inflicts its 
  bite damage and knocks the creature prone. If successful, the 
  crocodile maintains its grapple. 
  Hold Breath (Ex) A crocodile can hold its breath for a number of 
  rounds equal to 4 times its Constitution score before it risks 
  drowning. 
  Sprint (Ex) Once per minute a crocodile may sprint, increasing its land 
  speed to 40 feet for 1 round. 
   
  The typical crocodile is 14 feet long and weighs 1,400 pounds. 
   
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  Dire Bat (Summon Nature’s Ally III) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +2; Senses blindsense 40 ft.; Perception +12 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +5 [ +7 ], Ref +6, Will +3 
  Speed 20 ft., fly 40 ft. (good) 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 15, Con 13 [ 17 ], Int 2, Wis 14, Cha 6 
  Base Atk +3; CMB +7 [ +9 ]; CMD 19 [ 21 ] 
  Feats Alertness, Stealthy 
  Skills Fly +9, Perception +12, Stealth +4; Racial Modifiers +4 
  Perception when using blindsense 
   
  The dire bat is usually found lairing in desolate areas, resting in caves 
  or other secluded areas during the day and taking to the skies in 
  search of prey at night. This immense creature has an average 
  wingspan of 15 feet and weighs roughly 200 pounds. 
   
  The dire bat generally doesn't shelter in groups larger than eight, often 
  living a solitary life. A dire bat prefers feeding on livestock and herd 
  animals. 
   
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  Electric Eel (Summon Nature’s Ally III) 
  (Caster’s Alignment) Small animal [ (augmented) ] 
  Init +6; Senses low-light vision; Perception +4 
  AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size) 
  hp 17 [ 21 ] (2d8+8 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +0 
  Speed 5 ft., swim 30 ft. 
  Melee bite +3 [ +5 ] (1d6+1 [ +3 ]) and tail –2 touch (1d6 
  electricity) 
  Str 13 [ 17 ], Dex 14, Con 19 [ 23 ], Int 1, Wis 10, Cha 6 
  Base Atk +1; CMB +1 [ +3 ]; CMD 13 [ 15 ] (can't be tripped) 
  Feats Improved Initiative 
  Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9  
  [ +11 ]; Racial Modifiers +8 Escape Artist 
  Special Abilities 
  Electricity (Ex) An electric eel can produce a powerful jolt of 
  electricity from its tail, delivering the jolt with a successful touch 
  attack. On a critical hit, the creature struck must make a DC 15 [ 
  17 ] Fortitude save or be stunned for 1d4 rounds. The save DC is 
  Constitution-based. 
   
  The electric eel is a curious fish that breathes air instead of water, yet 
  certainly its most unusual characteristic is its ability to generate 
  powerful jolts of electricity. An electric eel is 6 feet long and weighs 45 
  pounds.  
   
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  Giant Crab (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium vermin (aquatic) [ (augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +4 
  AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +2, Will +1 
  Immune mind-affecting effects 
  Speed 30 ft., swim 20 ft. 
  Melee 2 claws +4 [ +6 ] (1d4+2 [ +4 ] plus grab) 
  Special Attacks constrict (1d4+2 [ +4 ]) 
  Str 15 [ 19 ], Dex 13, Con 14 [ 18 ], Int —, Wis 10, Cha 2 
  Base Atk +2; CMB +4 [ +6 ] (+8 [ +10 ] grapple); CMD 15 [ 17 ] 
  (27 [ 29 ] vs. trip) 
  Skills Perception +4, Swim +10; Racial Modifiers +4 Perception 
  SQ water dependency 
  Special Abilities 
  Water Dependency (Ex) Giant crabs can survive out of the water for 
  1 hour per point of Constitution. Beyond this limit, a giant crab 
  runs the risk of suffocation, as if it were drowning. 
   
  Giant crabs behave much like their smaller cousins, feeding on both 
  plant material like algae and fungus and animal matter such as fish, 
  seabirds, and even unwary humanoids. The coloration of a giant crab's 
  hard exoskeleton varies widely depending on species, and over time 
  even shifts in response to its diet. 
   
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  Lizard, Giant Monitor (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  Speed 30 ft., swim 30 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ] plus grab and poison) 
  Str 17 [ 21 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 17  
  [ 19 ] (21 [ 23 ] vs. trip) 
  Feats Great Fortitude, Skill Focus (Perception) 
  Skills Climb +7 [ +9 ], Perception +8, Stealth +10 (+14 in 
  undergrowth), Swim +11 [ +13 ]; Racial Modifiers +4 Stealth 
  (+8 in undergrowth) 
  Special Abilities 
  Poison (Su) Bite—injury; save Fort DC 14 [ 16 ]; onset 1 minute; 
  frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 
  save. The save DC is Constitution-based. 
   
  Monitor lizards are large enough to pose a threat to humans, and in 
  some societies are often mistaken for dragons. Some can reach 
  lengths of 10 feet or more and weights of 350 pounds.  
   
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  Leopard (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +4; Senses low-light vision, scent; Perception +5 
  AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural) 
  hp 19 [ 25 ] (3d8+6 [ +12 ]) 
  Fort +5 [ +7 ], Ref +7, Will +2 
  Speed 30 ft., climb 20 ft. 
  Melee bite +6 (1d6+3 [ +5 ] plus grab), 2 claws +6 (1d3+3 [ +5 ]) 
  Special Attacks pounce, rake (2 claws +6 1d3+3 [ +5 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 13, Cha 6 
  Base Atk +2; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 19  
  [ 21 ] (23 [ 25 ] vs. trip) 
  Feats Skill Focus (Stealth), Weapon Finesse 
  Skills Acrobatics +8, Climb +11 [ +13 ], Perception +5, Stealth +11 
  (+15 in undergrowth); Racial Modifiers +4 on Stealth in 
  undergrowth 
   
  Leopards are 4 feet long and weigh 120 pounds. What differentiates 
  these big cats from the similarly sized cheetah is primarily their 
  habitats—leopards and their kin prefer to hunt at night and ambush 
  their prey from above, pouncing down from trees or high rocks.  
   
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  Shark (Summon Nature’s Ally III) 
  (Caster’s Alignment) Large animal (aquatic) [ (augmented) ] 
  Init +5; Senses blindsense 30 ft., darkvision 60 ft., keen scent; 
  Perception +8 
  AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, –1 size) 
  hp 22 [ 30 ] (4d8+4 [ +12 ]) 
  Fort +7 [ +9 ], Ref +5, Will +2 
  Speed swim 60 ft. 
  Melee bite +5 [ +7 ] (1d8+4 [ +6 ]) 
  Str 17 [ 21 ], Dex 12, Con 13 [ 17 ], Int 1, Wis 12, Cha 2 
  Base Atk +3; CMB +7 [ +9 ]; CMD 18 [ 20 ] 
  Feats Great Fortitude, Improved Initiative 
  Skills Perception +8, Swim +11 [ +13 ] 
  Special Abilities 
  Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot 
  radius underwater and can detect blood in the water at ranges of 
  up to a mile. 
   
  The shark is a relentless eating machine, a creature evolved over the 
  course of eons to do one job perfectly—hunting. Sharks have achieved 
  a special place in the lore of most seafaring races, who view them as 
  devils, monsters, and the wrath of the gods. 
   
  The shark presented here is a 10-foot-long, 300-pound blue shark.  
   
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  Wolverine (Summon Nature’s Ally III) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +10 
  AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) 
  hp 22 [ 28 ] (3d8+9 [ +15 ]) 
  Fort +5 [ +7 ], Ref +5, Will +2 
  Speed 30 ft., burrow 10 ft., climb 10 ft. 
  Melee 2 claws +4 [ +6 ] (1d6+2 [ +4 ]), bite +4 [ +6 ] (1d4+2  
  [ +4 ]) 
  Special Attacks rage 
  Str 15 [ 19 ], Dex 15, Con 15 [ 19 ], Int 2, Wis 12, Cha 10 
  Base Atk +2; CMB +4 [ +6 ]; CMD 16 [ 18 ] (20 [ 22 ] vs. trip) 
  Feats Skill Focus (Perception), Toughness 
  Skills Climb +10 [ +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. 
   
  Wolverines are territorial, especially when it comes to food, and have 
  been known to defend their kills against much larger predators, such 
  as black bears. They are fearsome opponents, launching into a frenzy 
  when wounded. They tend to give off a very strong, unpleasant musk 
  smell when angry. 
   
  Armed with powerful jaws, strong legs, and a thick hide, wolverines 
  are remarkably strong for their size. They are reckless in battle and 
  throw themselves at their foes, clawing and biting furiously.  
   
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  Ant, Giant, Drone (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium vermin [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +7 
  AC 19, touch 12, flat-footed 17; (+2 Dex, +7 natural) 
  hp 22 [ 26] (2d8+13 [ +17 ]) 
  Fort +8 [ +10 ], Ref +2, Will +3 
  Immune mind-affecting effects 
  Speed 50 ft., climb 20 ft., fly 30 ft. (average) 
  Melee bite +6 [ +7 ] (1d6+4 [ +6 ] plus grab), sting +5 [ +7 ] 
  (1d4+4 [ +6 ] plus poison) 
  Str 18 [ 22 ], Dex 14, Con 21 [ 25 ], Int —, Wis 17, Cha 15 
  Base Atk +1; CMB +5 [ +7 ] (+9 [ +11 ] grapple); CMD 15  
  [ 17 ] (23 [ 25 ] vs. trip) 
  Feats ToughnessB 
  Skills Climb +12 [ +14 ], Perception +7, Survival +7; Racial 
  Modifiers +4 Perception, +4 Survival 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 14 [ 16 ]; frequency 1/round 
  for 4 rounds; effect 1d2 Str; cure 1 save 
   
  Giant ants are as industrious as their normal-sized kin. While their 
  nests generally don't consist of thousands, their greatly increased size 
  more than compensates. 
   
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  Bison (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +0; Senses low-light vision, scent; Perception +8 
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +4, Will +1 
  Speed 40 ft. 
  Melee gore +10 [ +12 ] (2d6+12 [ +14 ]) 
  Special Attacks stampede, trample (2d6+12 [ +14 ], DC 20 [ 22 ]) 
  Str 27 [ 31 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 11, Cha 4 
  Base Atk +3; CMB +12 [ +14 ]; CMD 22 [ 24 ] (26 [ 28 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Power Attack 
  Skills Perception +8 
  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. 
   
  Bison are large herd animals. They can grow as long as 12 feet and as 
  tall as 7 feet at the shoulder. Average bison weigh 2,200 pounds. 
   
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  Deinonychus (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium animal [ (augmented) ] 
  Init +6; Senses low-light vision, scent; Perception +14 
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +6, Will +2 
  Speed 60 ft. 
  Melee 2 talons +5 [ +7 ] (1d8+2 [ +4 ]), bite +5 [ +7 ] (1d6+2  
  [ +4 ]), foreclaws +0 [ +2 ] (1d4+1 [ +3 ]) 
  Special Attacks pounce 
  Str 15 [ 19 ], Dex 15, Con 19 [ 23 ], Int 2, Wis 12, Cha 14 
  Base Atk +3; CMB +5 [ +7 ]; CMD 17 [ 19 ] 
  Feats Improved Initiative, Run 
  Skills Acrobatics +10 (+22 jump), Perception +14, Stealth +15; 
  Racial Modifiers +8 Acrobatics, +8 Perception, +8 Stealth 
  Special Abilities 
  Pounce (Ex) When a creature with this special attack makes a charge, 
  it can make a full attack (including rake attacks if the creature also 
  has the rake ability). 
   
  As swift and agile as it is deadly, the deinonychus is a pack hunter, 
  running with several of its kind to take down prey and rip it apart with 
  their gutting talons. 
   
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  Dire Ape (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +8 
  AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size) 
  hp 30 [ 38 ] (4d8+12 [ +20 ]) 
  Fort +7 [ +9 ], Ref +6, Will +4 
  Speed 30 ft., climb 30 ft. 
  Melee bite +6 [ +8 ] (1d6+4 [ +6 ]), 2 claws +6 [ +8 ] (1d4+4  
  [ +6 ]) 
  Special Attacks rend (2 claws, 1d4+6 [ +8 ]) 
  Str 19 [ 23 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 12, Cha 7 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] 
  Feats Iron Will, Skill Focus (Perception) 
  Skills Acrobatics +6, Climb +16 [ +18 ], Perception +8, Stealth +2 
  Special Abilities 
  Rend (Ex) If it hits with two or more natural attacks in 1 round, a dire 
  ape can cause tremendous damage by latching onto the opponent's 
  body and tearing flesh. This attack deals an additional 1d4+6 [ +8] 
  damage once per round.  
   
  The dire ape is a much more dangerous and bestial creature than the 
  relatively peaceful gorilla. An adult male dire ape stands 9 feet tall and 
  weighs 1,200 pounds. A dire ape makes no displays of toughness or 
  warnings before it attacks—it simply leaps into action with little or no 
  provocation, tearing at its opponents with claws and teeth. If a dire 
  ape is stymied by a heavily armored foe, it attempts to grapple its foe, 
  pin it to the ground, and rend it. 
   
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  Dire Boar (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +4; Senses low-light vision, scent; Perception +12 
  AC 15, touch 9, flat-footed 15 (+6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +7 [ +9 ], Ref +4, Will +2 
  Defensive Abilities ferocity 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] melee (2d6+9 [ +11 ]) 
  Str 23 [ 27 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] 
  Feats Improved Initiative, Skill Focus (Perception), Toughness 
  Skills Perception +12 
  Special Abilities 
  Ferocity (Ex) A creature with ferocity remains conscious and can 
  continue fighting even if its hit point total is below 0. The creature 
  is still staggered and looses 1 hit point each round. A creature with 
  ferocity still dies when its hit point total reaches a negative amount 
  equal to its Constitution score. 
   
  Whereas the boar is ill-tempered and generally unfriendly, the 
  towering daeodon (known as the dire boar to most commoners and 
  hunters) is legitimately hateful and violent. Although omnivorous like 
  its smaller kin, the daeodon prefers to feed on flesh, and its razor-
  sharp tusks and keen eyesight make it particularly well suited as a 
  predator. A typical adult daeodon is 10 feet long and 7 feet tall at the 
  shoulder. It weighs approximately 2,000 pounds. 
   
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  Dire Wolf (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +2; Senses low-light vision, scent; Perception +10 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +6, Will +2 
  Speed 50 ft. 
  Melee bite +7 [ +9 ] (1d8+6 [ +8 ] plus trip) 
  Str 19 [ 23 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +3; CMB +8 [ +10 ]; CMD 20 [ 22 ] (24 [ 26 ] vs. trip) 
  Feats Run, Skill Focus (Perception), Weapon Focus (bite) 
  Skills Perception +10, Stealth +3, Survival +1 (+5 scent tracking); 
  Racial Modifiers +4 Survival when tracking by scent 
  Special Abilities 
  Trip (Ex) A creature with the trip special attack can attempt to trip its 
  opponent as a free action without provoking an attack of 
  opportunity if it hits with the specified attack. If the attempt fails, 
  the creature is not tripped in return. 
   
  An enormous version of a normal wolf, dire wolves represent the wolf 
  in its most primal form. These creatures follow the same basic 
  behaviors of regular wolves, but are much more aggressive. Darker 
  than normal wolves, dire wolves' coats tend toward blacks and deep 
  mottled grays. An adult dire wolf is typically about 9 feet long and 
  weighs roughly 800 pounds. 
   
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  Elemental, Air, Medium (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium outsider (air, elemental, extraplanar) 
  [ (augmented) ] 
  Init +9; Senses darkvision 60 ft.; Perception +7 
  AC 19, touch 16, flat-footed 13 (+5 Dex, +1 dodge, +3 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +9, Will +1 
  Defensive Abilities air mastery 
  Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee slam +9 (1d6+3 [ +5 ]) 
  Special Attacks whirlwind (3/day, 10–30 ft. high, 1d6+3 [ +5 ] 
  damage, DC 14) 
  Str 14 [ 18 ], Dex 21, Con 14 [ 18 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +6 [ +8 ]; CMD 22 [ 24 ] 
  Feats Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +11, Escape Artist +9, Fly +17, Knowledge (planes) 
  +1, Perception +7, Stealth +10 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, 
  while another might be a smoky bird-like creature with glowing eyes 
  and wind for wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, 
  not only because its mastery over flight gives it a slight advantage, but 
  also because it detests the thought of having to touch the ground. An 
  air elemental can move underwater, and although it is an elemental 
  and thus runs no risk of drowning, it has no ranks in Swim and loses 
  much of its speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  Elemental, Earth, Medium (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium outsider (earth, elemental, extraplanar) 
  [ (augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +7 
  AC 18, touch 9, flat-footed 18 (–1 Dex, +9 natural) 
  hp 34 [ 42 ] (4d10+12 [ +20 ]) 
  Fort +7 [ +9 ], Ref +0, Will +4 
  Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +9 [ +11 ] (1d8+7 [ +9 ]) 
  Special Attacks earth mastery 
  Str 20 [ 24 ], Dex 8, Con 17 [ 21 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +9 [ +11 ]; CMD 18 [ 20 ] 
  Feats Cleave, Improved Bull RushB, Power Attack 
  Skills Appraise +1, Climb +10 [ +12 ], Knowledge (dungeoneering) 
  +2, Knowledge (planes) +2, Perception +7, Stealth +3 
  Special Abilities 
  Earth Glide (Ex) A burrowing earth elemental can pass through stone, 
  dirt, or almost any other sort of earth except metal. If protected 
  against fire damage, it can even glide through lava. 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. 
    
  A Medium earth elemental is about 8 feet tall and weighs about 750 
  lbs. An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals 
  look like terrestrial animals made out of rock, earth, or even crystal, 
  with glowing gemstones for eyes. Bits of vegetation frequently grow in 
  the soil that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
  Elemental, Fire, Medium (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium outsider (elemental, extraplanar, fire) 
  [ (augmented) ] 
  Init +7; Senses darkvision 60 ft.; Perception +7 
  AC 17, touch 14, flat-footed 13 (+3 Dex, +1 dodge, +3 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +7, Will +1 
  Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee slam +7 (1d6+1 [ +3 ] plus burn) 
  Special Attacks burn (1d4, DC 14 [ 16 ]) 
  Str 12 [ 16 ], Dex 17, Con 14 [ 18 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +5 [ +7 ]; CMD 18 [ 20 ] 
  Feats Dodge, Improved InitiativeB, Weapon FinesseB 
  Skills Acrobatics +8, Climb +5 [ +7 ], Escape Artist +8, Intimidate 
  +5, Knowledge (planes) +1, Perception +7 
  Special Abilities 
  Burn (Ex) DC 14 [ 16 ] Reflex save or catch fire, taking 1d4 damage 
  for an additional 1d4 rounds at the start of 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 save. Creatures that hit the 
  fire elemental with natural weapons or unarmed attacks take fire 
  damage as though hit by the elemental and must make a Reflex 
  save to avoid catching on fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. 
  A body of water is an impassible barrier unless the fire elemental can 
  step or jump over it or the water is covered with a flammable material 
  (such as a layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of 
  smoke and flame, but some take on shapes more akin to humans, 
  demons, or other monsters in order to increase the terror of their 
  sudden appearance. Features on a fire elemental's body are made by 
  darker bits of flame or patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  
  Elemental, Water, Medium (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium outsider (elemental, extraplanar, water) 
  [ (augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +5 
  AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural) 
  hp 30 [ 38 ] (4d10+8 [ +16 ]) 
  Fort +6 [ +8 ], Ref +5, Will +1 
  Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee slam +7 [ +9 ] (1d8+4 [ +6 ]) 
  Special Attacks drench, vortex (DC 15), water mastery 
  Str 16 [ 20 ], Dex 12, Con 15 [ 19 ], Int 4, Wis 11, Cha 11 
  Base Atk +4; CMB +7 [ +9 ]; CMD 18 [ 20 ] 
  Feats Cleave, Power Attack 
  Skills Acrobatics +6, Escape Artist +6, Knowledge (planes) +2, 
  Perception +5, Stealth +6, Swim +16 [ +18 ] 
  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 (CL 4th). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to 
  hide or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
  Giant Stag Beetle (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large vermin [ (augmented) ] 
  Init +0; Senses darkvision 60 ft.; Perception +0 
  AC 17, touch 9, flat-footed 17 (+8 natural, –1 size) 
  hp 45 [ 59 ] (7d8+14 [ +28 ]) 
  Fort +7 [ +9 ], Ref +2, Will +2 
  Immune mind-affecting effects 
  Speed 20 ft., fly 20 ft. (poor) 
  Melee bite +8 [ +10 ] (2d8+6 [ +8 ]) 
  Special Attacks trample (1d6+6 [ +8 ], DC 17 [ 19 ]) 
  Str 19 [ 23 ], Dex 10, Con 15 [ 19 ], Int —, Wis 10, Cha 9 
  Base Atk +5; CMB +10 [ +12 ]; CMD 20 [ 22 ] (28 [ 30 ] vs. trip) 
  Skills Fly –6 
   
  Nearly 10 feet long, giant stag beetles become serious dangers when 
  they wander into logging camps due to their appetite for decaying 
  wood. Called stag beetles because of their large, antler-like mandibles, 
  they use these appendages to wrestle competing suitors and quickly 
  put down enemy threats. 
   
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  Giant Wasp (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large vermin [ (augmented) ] 
  Init +1; Senses darkvision 60 ft.; Perception +9 
  AC 14, touch 10, flat-footed 13; (+1 Dex, +4 natural, –1 size) 
  hp 34 [ 42 ] (4d8+16 [ +24 ]) 
  Fort +8 [ +10 ], Ref +2, Will +2 
  Immune mind-affecting effects 
  Speed 20 ft., fly 60 ft. (good) 
  Melee sting +6 [ +8 ] (1d8+6 [ +8 ] plus poison) 
  Str 18 [ 22 ], Dex 12, Con 18 [ 22 ], Int —, Wis 13, Cha 11 
  Base Atk +3; CMB +8 [ +10 ]; CMD 19 [ 21 ] 
  Skills Fly +3, Perception +9; Racial Modifiers +8 Perception 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 18 [ 20 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Dexterity damage; cure 1 save. The save 
  DC is Constitution-based, and includes a +2 racial bonus. 
   
  Giant wasps attack when hungry or threatened, stinging their prey to 
  death. Even when part of a nest, giant wasps tend toward solitary 
  hunting, and it's rare to see more than one at a time. 
   
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  Griffon (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large magical beast [ (augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 42 [ 52 ] (5d10+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +6, Will +4 
  Speed 30 ft., fly 80 ft. (average) 
  Melee bite +8 [ +10 ] (1d6+3 [ +5 ]), 2 talons +7 [ +9 ] (1d6+3  
  [ +5 ]) 
  Special Attacks pounce, rake (2 claws +7 [ +9 ], 1d4+3 [ +5 ]) 
  Str 16 [ 20 ], Dex 15, Con 16 [ 20 ], Int 5, Wis 13, Cha 8 
  Base Atk +5; CMB +9 [ +11 ]; CMD 21 [ 23 ] (25 [ 27 ] vs. trip) 
  Feats Iron Will, Skill Focus (Perception), Weapon Focus (bite) 
  Skills Acrobatics +10, Fly +5, Perception +12; Racial Modifiers +4 
  Acrobatics, +4 Perception 
  Languages Common (cannot speak) 
   
  Griffons are powerful aerial predators, swooping down from their high 
  aeries to take their prey with beak and talon. Aggressive and 
  territorial, they are no mere beasts, but rather calculating combatants 
  and loyal companions to those who earn their respect, fighting to the 
  death to protect their friends and kin. 
   
  Weighing in at over 500 pounds and measuring 8 feet long from 
  hooked beak to tufted tail, the griffon strikes an imposing silhouette 
  that has long been used in heraldry and other iconography as a symbol 
  of power, authority, and justice. Griffons can carry up to 300 pounds 
  as a light load, 600 pounds as a medium load, and 900 pounds as a 
  heavy load. Riding a griffon requires an exotic saddle. 
   
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  Grizzly Bear (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +6 
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +8 [ +10 ], Ref +5, Will +2 
  Speed 40 ft. 
  Melee 2 claws +7 [ +9 ] (1d6+5 [ +7 ] plus grab), bite +7 [ +9 ] 
  (1d6+5 [ +7 ]) 
  Str 21 [ 25 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ] (+13 [ +15 ] grapple); CMD 20 [ 22 ] 
  (24 [ 26 ] vs. trip) 
  Feats Endurance, Run, Skill Focus (Survival) 
  Skills Perception +6, Survival +5, Swim +14 [ +16 ]; Racial 
  Modifiers +4 Swim 
  SQ grab 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated.  
   
  When faced with a foe or small group of threats, the grizzly attempts 
  to subdue or kill with its claws. When it can, the bear tries to grab a 
  single target to deal continual damage until that target is dead, 
  unconscious, or escapes. 
   
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  Lion (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +7; Senses low-light vision, scent; Perception +9 
  AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +7, Will +2 
  Speed 40 ft. 
  Melee bite +7 [ +9 ] (1d8+5 [ +7 ] plus grab), 2 claws +7 [ +9 ] 
  (1d4+5 [ +7 ]) 
  Special Attacks pounce, rake (2 claws +7 [ +9 ], 1d4+5 [ +7 ]) 
  Str 21 [ 25 ], Dex 17, Con 15 [ 19 ], Int 2, Wis 12, Cha 6 
  Base Atk +3; CMB +9 [ +11 ] (+13 [ +15 ] grapple); CMD 22 [ 24 ] 
  (26 [ 28 ] vs. trip) 
  Feats Improved Initiative, Run, Skill Focus (Perception) 
  Skills Acrobatics +11, Perception +9, Stealth +8 (+16 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in 
  undergrowth) 
  SQ grab, pounce, rake 
  Special Abilities 
  Grab (Ex) If the lion hits with a bite attack, it deals normal damage 
  and starts a grapple as a free action without provoking an attack of 
  opportunity. Each successful grapple check it makes during 
  successive rounds automatically deals damage. 
  Pounce (Ex) When the lion makes a charge, it can make a full attack. 
  Rake (Ex) The lion gains two additional claw attacks that it can use 
  only against a grappled foe. The lion must begin its turn already 
  grappling to use its rake—it can't begin a grapple and rake in the 
  same turn. 
   
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  Mephit, Air (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (air) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in gusty 
  and windy areas) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 60 ft. (perfect) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of sand and grit, 1d8 
  slashing, Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
  1/day—gust of wind, summon (level 2, 1 mephit of the same  
  type, 25%)  
  1/hour—blur  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  Special Abilities 
  Breath Weapon (Su) An air mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Air mephits are whimsical and prone to distraction. 
   
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  Mephit, Dust (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (air) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in dusty 
  environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 50 ft. (perfect) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of dust, 1d4 slashing 
  and sickened 3 rounds, Reflex DC 13 [ 15 ] for half and negated 
  condition) 
  Spell-Like Abilities (CL 6th) 
  1/day—summon (level 2, 1 mephit of the same type, 25%), wind  
  wall 
  1/hour—blur  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  Special Abilities 
  Breath Weapon (Su) A dust mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Dust mephits are irritating and persistent. 
   
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  Mephit, Earth (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (earth) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works while 
  underground) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of rocks, 1d8 
  bludgeoning, Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
  1/day—soften earth and stone, summon (level 2, 1 mephit of the  
  same type, 25%)  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Terran 
  Special Abilities 
  Breath Weapon (Su) An earth mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
  Change Size (Su) Once per day, an earth mephit can enlarge one size 
  category, as enlarge person, except that it only works on the earth 
  mephit. This power acts as a 2nd-level spell. 
   
  Earth mephits are plodding and humorless. 
   
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  Mephit, Fire (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (fire) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works while in 
  contact with fire) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of flame, 1d8 fire, 
  Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
  1/day—heat metal (DC 14), summon (level 2, 1 mephit of the  
  same type, 25%)  
  1/hour—scorching ray  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  Special Abilities 
  Breath Weapon (Su) A fire mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Fire mephits are vengeful and quick to anger. 
   
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  Mephit, Ice (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (cold) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in areas 
  below freezing) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune cold 
  Weakness vulnerability to fire 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of ice, 1d4 cold and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition 
  negated) 
  Spell-Like Abilities (CL 6th) 
  1/day—chill metal (DC 14), summon (level 2, 1 mephit of the  
  same type, 25%)  
  1/hour—magic missile  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Auran 
  Special Abilities 
  Breath Weapon (Su) An ice mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Ice mephits are cruel and aloof. 
   
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  Mephit, Magma (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (fire) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works when in 
  contact with magma or lava) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of fire, 1d8 fire, Reflex 
  DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
  1/day—pyrotechnics, summon (level 2, 1 mephit of the same  
  type, 25%)  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  Special Abilities 
  Breath Weapon (Su) A magma mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
  Magma Form (Su): Once per hour, a magma mephit can assume the 
  form of a pool of lava, 3 feet in diameter and 6 inches deep. While 
  in this form, its DR increases to 20/magic and it cannot attack. It 
  can move at a speed of 10 feet per round and can pass through 
  small openings and cracks. Anything touching this pool takes 1d6 
  fire damage. A magma mephit may remain in this form for up to 
  10 minutes. 
   
  Magma mephits are dim-witted brutes. 
   
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  Mephit, Ooze (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (water) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in wet or 
  muddy environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average), swim 30 ft. 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of slime, 1d4 acid and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition 
  negated) 
  Spell-Like Abilities (CL 6th) 
  1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of  
  the same type, 25%)  
  1/hour—acid arrow  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Aquan 
  Special Abilities 
  Breath Weapon (Su) An ooze mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Ooze mephits are disgusting and slow to act. 
   
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  Mephit, Salt (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (earth) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in arid 
  environments) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of salt crystal, 1d4 
  slashing and sickened 3 rounds, Reflex DC 13 [ 15 ] for half and 
  condition negated) 
  Spell-Like Abilities (CL 6th) 
  1/day—summon (level 2, 1 mephit of the same type, 25%)  
  1/hour—glitterdust  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Terran 
  Special Abilities 
  Breath Weapon (Su) A salt mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
  Dehydrate (Su): Once per day a salt mephit can draw the moisture 
  from an area in a 20-foot radius centered on itself. Living creatures 
  within range take 2d8 points of damage (Fortitude DC 14 half; 
  caster level 6th). This effect is especially devastating to plant and 
  aquatic creatures, which take a –2 penalty on their saving throws. 
  This ability is the equivalent of a 2nd-level spell. 
   
  Salt mephits are cruel and aloof. 
   
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  Mephit, Steam (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (fire) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works in boiling 
  water or steam) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Immune fire 
  Weakness vulnerability to cold 
  Speed 30 ft., fly 40 ft. (average) 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of steam, 1d4 fire and 
  sickened 3 rounds, Reflex DC 13 [ 15 ] for half and condition 
  negated) 
  Spell-Like Abilities (CL 6th) 
  1/day—summon (level 2, 1 mephit of the same type, 25%)  
  1/hour—blur  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Ignan 
  Special Abilities 
  Breath Weapon (Su) A steam mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
  Boiling Rain (Su): Once per day a steam mephit can create a 
  rainstorm of boiling water in a 20-foot-square area. Living 
  creatures within the area take 2d6 points of fire damage (Fortitude 
  DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-
  level spell. 
   
  Steam mephits are overconfident and brash. 
   
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  Mephit, Water (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Small outsider (water) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +6 
  AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size) 
  hp 19 [ 25 ] (3d10+3 [ +9 ]); fast healing 2 (only works 
  underwater) 
  Fort +2 [ +4 ], Ref +5, Will +3 
  DR 5/magic 
  Speed 30 ft., fly 40 ft. (average), swim 30 ft. 
  Melee 2 claws +5 [ +7 ] (1d3+1 [ +3 ]) 
  Special Attacks breath weapon (15-foot cone of acid, 1d8 acid, 
  Reflex DC 13 [ 15 ] for half) 
  Spell-Like Abilities (CL 6th) 
  1/day—stinking cloud (DC 15), summon (level 2, 1 mephit of  
  the same type, 25%)  
  1/hour—acid arrow  
  Str 13 [ 17 ], Dex 15, Con 12 [ 16 ], Int 6, Wis 11, Cha 14 
  Base Atk +3; CMB +3 [ +5 ]; CMD 15 [ 17 ] 
  Feats Dodge, Improved Initiative 
  Skills Bluff +8, Fly +10, Perception +6, Stealth +12 
  Languages Common, Aquan 
  Special Abilities 
  Breath Weapon (Su) A water mephit can unleash its breath weapon 
  every 4 rounds as a standard action. The DC is Constitution-based 
  and includes a +1 racial bonus. 
   
  Water mephits are constant jokesters. 
   
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  Owlbear (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large magical beast [ (augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 15, touch 10, flat-footed 14 (+1 Dex, +5 natural, –1 size) 
  hp 47 [ 57 ] (5d10+20 [ +30 ]) 
  Fort +10 [ +12 ], Ref +5, Will +2 
  Speed 30 ft. 
  Melee 2 claws +8 [ +10 ] (1d6+4 [ +6 ] plus grab), bite +8 [ +10 ] 
  (1d6+4 [ +6 ]) 
  Str 19 [ 23 ], Dex 12, Con 18 [ 22 ], Int 2, Wis 12, Cha 10 
  Base Atk +5; CMB +10 [ 12 ] (+14 [ +16 ] grapple); CMD 21 [ 23 ] 
  (25 [ 27 ] vs. trip) 
  Feats Improved Initiative, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +12 
   
  Owlbears are notoriously bloodthirsty killers, well known for their short 
  tempers, aggression, and savage nature. They tend to attack without 
  provocation, slaughtering any living creatures that cross their paths. 
  Many scholars that have encountered these creatures in the wild have 
  noted that they all have red-rimmed eyes that roll about wildly when 
  they close in for an attack.  
   
  A full-grown male can stand as tall as 8 feet and weighs up to 1,500 
  pounds. 
   
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  Pteranodon (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +8; Senses low-light vision, scent; Perception +11 
  AC 16, touch 14, flat-footed 11 (+4 Dex, +1 dodge, +2 natural, –1 
  size) 
  hp 32 [ 42 ] (5d8+10 [ +20 ]) 
  Fort +6 [ +8 ], Ref +8, Will +3 
  Speed 10 ft., fly 50 ft. (clumsy) 
  Melee bite +5 [ +7 ] (2d6+4 [ +6 ]) 
  Str 16 [ 20 ], Dex 19, Con 15 [ 19 ], Int 2, Wis 15, Cha 12 
  Base Atk +3; CMB +7 [ +9 ]; CMD 21 [ 23 ] 
  Feats Dodge, Improved Initiative, Skill Focus (Perception) 
  Skills Fly –1, Perception +11 
   
  The pteranodon is not itself a dinosaur but rather a large flying reptile 
  that is often found in areas dinosaurs are common. Its flight lacks 
  grace, so it lands on the ground to fight foes it can't carry away. 
   
  A pteranodon has a wingspan of 30 feet but only weighs 40 pounds. 
   
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  Rhinoceros (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +0; Senses scent; Perception +12 
  AC 16, touch 9, flat-footed 16 (+7 natural, –1 size) 
  hp 42 [ 52 ] (5d8+20 [ +30 ]) 
  Fort +10 [ +12 ], Ref +4, Will +2 
  Speed 40 ft. 
  Melee gore +8 [ +10 ] (2d6+9 [ +11 ]) 
  Special Attacks powerful charge (gore, 4d6+12 [ +14 ]) 
  Str 22 [ 26 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 5 
  Base Atk +3; CMB +10 [ +12 ]; CMD 20 [ 22 ] (24 [ 26 ] vs. trip) 
  Feats Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +12 
  SQ powerful charge 
  Special Abilities 
  Powerful Charge (Ex) When the rhino makes a charge, its attack 
  deals extra damage in addition to the normal benefits and hazards 
  of a charge. The attack and amount of damage from the attack is 
  given in the creature's description. 
   
  The rhino’s thick hide is a mottled gray color, and it can run 
  surprisingly fast for a beast of its size. The rhinoceros is notoriously 
  short-tempered and prone to attacking anything it perceives as 
  approaching too closely (generally within a distance of 80 feet—the 
  distance of a single charge—for most rhinos). 
   
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  Satyr (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Medium fey [ (augmented) ] 
  Init +2; Senses low-light vision; Perception +18 
  AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural) 
  hp 44 [ 60 ] (8d6+16 [ +32 ]) 
  Fort +4 [ +6 ], Ref +8, Will +8 
  DR 5/cold iron 
  Speed 40 ft. 
  Melee dagger +6 (1d4+2 [ +4 ]/19–20), horns +1 (1d6+1 [ +3 ]) 
  Ranged short bow +6 (1d6/×3) 
  Special Attacks pipes 
  Spell-Like Abilities (CL 8th) 
  At will—charm person (DC 15), dancing lights, ghost sound  
  (DC 14), sleep (DC 15), suggestion (DC 17) 
  1/day—fear (DC 18), summon nature's ally III 
  Str 14 [ 18 ], Dex 15, Con 15 [ 19 ], Int 12, Wis 14, Cha 19 
  Base Atk +4; CMB +6 [ +8 ]; CMD 18 [ 20 ] 
  Feats Dodge, Mobility, Skill Focus (Perception), Weapon Finesse 
  Skills Bluff +15, Diplomacy +15, Disguise +9, Intimidate +9, 
  Knowledge (nature) +10, Perception +18, Perform (wind 
  instruments) +21, Stealth +17, Survival +7; Racial Modifiers +4 
  Perception, +4 Perform, +4 Stealth 
  Languages Common, Sylvan 
  Special Abilities 
  Pipes (Su) A satyr can focus and empower his magic by playing 
  haunting melodies on his panpipes. When he plays, all creatures 
  within a 60-foot radius must make a DC 18 Will save or be affected 
  by charm person, fear, sleep, or suggestion, depending on what 
  tune the satyr chooses. A creature that successfully saves against 
  any of the pipes' effects cannot be affected by the same set of 
  pipes for 24 hours, but can still be affected by the satyr's other 
  spell-like abilities as normal. The satyr's use of his pipes does not 
  count toward his uses per day of his spell-like abilities, and if 
  separated from them he may continue to use his standard abilities. 
  The pipes themselves are masterwork, and a satyr can craft a 
  replacement with 1 week of labor. The save DC is Charisma-based. 
   
  NOTES:_________________________________________________ 
  
  Tiger (Summon Nature’s Ally IV) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +6; Senses low-light vision, scent; Perception +8 
  AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size) 
  hp 45 [ 57 ] (6d8+18 [ +30 ]) 
  Fort +8 [ +10 ], Ref +7, Will +3 
  Speed 40 ft. 
  Melee 2 claws +10 [ +12 ] (1d8+6 [ +8 ] plus grab), bite +9 [ +11 ] 
  (2d6+6 [ +8 ] plus grab) 
  Special Attacks pounce, rake (2 claws +10 [ +12 ], 1d8+6 [ +8 ]) 
  Str 23 [ 27 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 6 
  Base Atk +4; CMB +11 [ +13 ] (+15 [ +17 ] grapple); CMD 23  
  [ 25 ] (27 [ 29 ] vs. trip) 
  Feats Improved Initiative, Skill Focus (Perception), Weapon Focus 
  (claw) 
  Skills Acrobatics +10, Perception +8, Stealth +7 (+11 in areas of tall 
  grass), Swim +11; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass) 
   
  Tigers stand more than 3 feet tall at the shoulder and are about 9 feet 
  long. They weigh from 400 to 600 pounds. 
   
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  Ankylosaurus (Summon Nature’s Ally V) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +0; Senses low-light vision, scent; Perception +14 
  AC 22, touch 8, flat-footed 22 (+14 natural, –2 size) 
  hp 75 [ 95 ] (10d8+30 [ +50 ]) 
  Fort +12 [ +14 ], Ref +7, Will +4 
  Speed 30 ft. 
  Melee tail +14 [ +16 ] (3d6+12 [ +14 ] plus stun) 
  Str 27 [ 31 ], Dex 10, Con 17 [ 21 ], Int 2, Wis 13, Cha 8 
  Base Atk +7; CMB +17 [ +19 ]; CMD 27 [ 29 ] (31 [ 33 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Overrun, Power 
  Attack, Weapon Focus (tail) 
  Skills Perception +14 
  Special Abilities 
  Stun (Ex) The ankylosaurus's tail can deliver a powerful, stunning 
  blow. A creature struck by this attack must make a DC 23 [ 25 ] 
  save or be dazed for 1 round. If the strike is a critical hit and the 
  target fails its save, it is instead stunned for 1d4 rounds. The save 
  DC is Strength-based. 
   
  The ankylosaurus is a powerful, squat dinosaur more than capable of 
  defending itself against enemies. Its back is heavily armored with thick 
  bony plates and spikes. A solid blow from an ankylosaurus's tail can 
  leave most creatures stunned long enough for the armored dinosaur to 
  make good an escape, although once confronted, most ankylosauruses 
  are too ill-tempered and stubborn to flee. Instead, they stand their 
  ground and use their tails to great effect in battle. An ankylosaurus is 
  30 feet long and weighs 6,000 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Cyclops (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large humanoid (giant) [ (augmented) ] 
  Init –1; Senses low-light vision; Perception +11 
  AC 19, touch 8, flat-footed 19 (+4 armor, –1 Dex, +7 natural, –1 
  size) 
  hp 65 [ 85 ] (10d8+20 [ +40 ]) 
  Fort +9 [ +11 ], Ref +2, Will +4 
  Defensive Abilities ferocity 
  Speed 30 ft. 
  Melee greataxe +11 [ +13 ] (3d6+7 [ +9 ]/×3) 
  Ranged heavy crossbow +5 (2d8/19–20/×3) 
  Str 21 [ 25 ], Dex 8, Con 15 [ 19 ], Int 10, Wis 13, Cha 8 
  Base Atk +7; CMB +13 [ +15 ]; CMD 22 [ 24 ] 
  Feats Alertness, Cleave, Great Cleave, Improved Bull Rush, Power 
  Attack 
  Skills Intimidate +9, Perception +11, Profession (soothsayer) +10 
  Sense Motive +5, Survival +6; Racial Modifiers +8 Perception 
  Languages Common, Cyclops, Giant 
  SQ flash of insight 
  Special Abilities 
  Flash of Insight (Su) Once per day as an immediate action, a cyclops 
  can peer into an occluded visual spectrum of possible futures, 
  gaining insight that allows it to select the exact result of one die 
  roll before the roll is made. This effect can alter an action taken by 
  the cyclops only, and cannot be applied to the rolls of others. 
   
  The average cyclops stands 9 feet tall and weighs 600 pounds. Both 
  males and females are almost completely bald, with stringy patches of 
  dark hair occasionally hanging down from above the ears. A bushy, 
  expressive brow couples with a cyclops's massive eye to make the 
  creature's attitude easily known. 
   
  NOTES:_________________________________________________ 
   
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  Dire Lion (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +6; Senses low-light vision, scent; Perception +11 
  AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size) 
  hp 60 [ 76 ] (8d8+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +8, Will +3 
  Speed 40 ft. 
  Melee bite +12 [ +14 ] (1d8+7 [ +9 ] plus grab), 2 claws +13 [ +15 
  ] (1d6+7 [ +9 ]) 
  Special Attacks pounce, rake (2 claws +13 [ +15 ], 1d6+7 [ +9 ]) 
  Str 25 [ 29 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +6; CMB +14 [ +16 ] (+18 [ +20 ] grapple); CMD 26  
  [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Improved Initiative, Run, Skill Focus (Perception), Weapon 
  Focus (claw) 
  Skills Acrobatics +11, Perception +11, Stealth +7 (+15 in 
  undergrowth); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in 
  undergrowth) 
  SQ grab, pounce, rake 
  Special Abilities 
  Grab (Ex) If the dire lion hits with a bite attack, it deals normal 
  damage and starts a grapple as a free action without provoking an 
  attack of opportunity. Each successful grapple check it makes 
  during successive rounds automatically deals damage. 
  Pounce (Ex) When the dire lion makes a charge, it can make a full 
  attack. 
  Rake (Ex) The dire lion gains two additional claw attacks that it can 
  use only against a grappled foe. The lion must begin its turn 
  already grappling to use its rake—it can't begin a grapple and rake 
  in the same turn. 
   
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  Elemental, Air, Large (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large outsider (air, elemental, extraplanar) 
  [ (augmented) ] 
  Init +11; Senses darkvision 60 ft.; Perception +11 
  AC 21, touch 17, flat-footed 13 (+7 Dex, +1 dodge, +4 natural, –1 size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +13, Will +2 
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +14 (1d8+4 [ +6 ]) 
  Special Attacks whirlwind (3/day, 10–40 ft. high, 1d8+4 [ +6 ] damage, 
  DC 18 [ 20 ]) 
  Str 18 [ 22 ], Dex 25, Con 16 [ 20 ], Int 6, Wis 11, Cha 11 
  Base Atk +8, CMB +13 [ +15 ]; CMD 31 [ 33 ] 
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, 
  Mobility, Weapon FinesseB 
  Skills Acrobatics +15, Escape Artist +15, Fly +21, Knowledge (planes) +5, 
  Perception +11, 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 (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, while 
  another might be a smoky bird-like creature with glowing eyes and wind for 
  wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, not 
  only because its mastery over flight gives it a slight advantage, but also 
  because it detests the thought of having to touch the ground. An air 
  elemental can move underwater, and although it is an elemental and thus 
  runs no risk of drowning, it has no ranks in Swim and loses much of its 
  speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Earth, Large (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large outsider (earth, elemental, extraplanar) 
  [ (augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +11 
  AC 18, touch 8, flat-footed 18 (–1 Dex, +10 natural, -1 size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +1, Will +6 
  Defensive Abilities earth mastery; DR 5/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +14 [ +16 ] (2d6+7 [ +9 ]) 
  Special Attacks earth mastery 
  Str 24 [ 28 ], Dex 8, Con 17 [ 21 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +16 [ +18 ]; CMD 25 [ 27 ] 
  Feats Cleave, Greater Bull Rush, Improved Bull RushB, Improved Overrun, 
  Power Attack 
  Skills Appraise +6, Climb +15 [ +17 ], 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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 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. 
    
  A Large earth elemental is about 16 feet tall and weighs about 6,000 lbs. 
  An earth elemental’s appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth elementals look like 
  terrestrial animals made out of rock, earth, or even crystal, with glowing 
  gemstones for eyes. Bits of vegetation frequently grow in the soil that 
  makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Fire, Large (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large outsider (elemental, extraplanar, fire)  
  [ (augmented) ] 
  Init +9; Senses darkvision 60 ft.; Perception +11 
  AC 19, touch 15, flat-footed 13 (+5 Dex, +1 dodge, +4 natural, –1 size) 
  hp 60 [ 76 ] (8d10+16 [ +32 ]) 
  Fort +8 [ +10 ], Ref +11, Will +4 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 50 ft. 
  Melee 2 slams +12 (1d8+2 [ +4 ] plus burn) 
  Special Attacks burn (1d8, DC 16 [ 18 ]) 
  Str 14 [ 18 ], Dex 21, Con 14 [ 18 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +11 [ +13 ]; CMD 27 [ 29 ] 
  Feats Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, 
  Weapon FinesseB 
  Skills Acrobatics +14, Climb +9, Escape Artist +12, Intimidate +9, 
  Knowledge (planes) +5, Perception +11 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 16 [ 18 ] Reflex save or catch fire, taking 1d8 damage for an 
  additional 1d8 rounds at the start of 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 save. Creatures that hit the fire elemental 
  with natural weapons or unarmed attacks take fire damage as though 
  hit by the elemental and must make a Reflex save to avoid catching on 
  fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. A 
  body of water is an impassible barrier unless the fire elemental can step or 
  jump over it or the water is covered with a flammable material (such as a 
  layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of smoke 
  and flame, but some take on shapes more akin to humans, demons, or 
  other monsters in order to increase the terror of their sudden appearance. 
  Features on a fire elemental's body are made by darker bits of flame or 
  patches of semi-stable smoke, ash, and cinders. 
   
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  Elemental, Water, Large (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large outsider (elemental, extraplanar, water) 
  [ (augmented) ] 
  Init +2; Senses darkvision 60 ft.; Perception +9 
  AC 18, touch 12, flat-footed 15 (+2 Dex, +1 dodge, +6 natural, -1 size) 
  hp 68 [ 84 ] (8d10+24 [ +40 ]) 
  Fort +9 [ +11 ], Ref +8, Will +2 
  Defensive Abilities DR 5/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +12 [ +14 ] (1d8+5 [ +7 ]) 
  Special Attacks drench, vortex (DC 19 [ 21 ]), water mastery 
  Str 20 [ 24 ], Dex 14, Con 17 [ 21 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +14 [ +16 ]; CMD 27 [ 29 ] 
  Feats Cleave, Dodge, Great Cleave, Power Attack 
  Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, 
  Perception +9, Stealth +5, Swim +24 [ +26 ] 
  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 (CL 8th). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to hide 
  or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
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  Ettin (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large humanoid (giant) [ (augmented) ] 
  Init +3; Senses low-light vision; Perception +12 
  AC 18, touch 8, flat-footed 18; (+2 armor, –1 Dex, +8 natural, –1 
  size) 
  hp 65 [ 85 ] (10d8+20 [ +40 ]) 
  Fort +9 [ +11 ], Ref +2, Will +5 
  Speed 40 ft. 
  Melee 2 flails +12/+12/+7/+7 [ +14/+14/+9/+9 ] (2d6+6 [ +8 ]) 
  Ranged 2 javelins +5 (1d8+6 [ +8 ]) 
  Special Attacks superior two-weapon fighting 
  Str 23 [ 27 ], Dex 8, Con 15 [ 19 ], Int 6, Wis 10, Cha 11 
  Base Atk +7; CMB +14 [ +16 ]; CMD 23 [ 25 ] 
  Feats Cleave, Improved Initiative, Improved Overrun, Iron Will, Power 
  Attack 
  Skills Handle Animal +8, Perception +12; Racial Modifiers +4 on 
  Perception 
  Languages pidgin of Giant, Goblin, and Orc 
  Special Abilities 
  Superior Two-Weapon Fighting (Ex) An ettin fights with a flail or 
  javelin in each hand. Because each of its two heads controls an 
  arm, the ettin does not take a penalty on attack or damage rolls 
  for attacking with two weapons. 
   
  Ettins superficially resemble hill or stone giants, although their tusked 
  facial features betray orc blood in their lineage. They have pinkish-
  brown skin, but ettins never bathe if they can help it, which usually 
  leaves them so grimy and dirty their skin resembles thick, gray hide. 
  Adult ettins are about 13 feet tall and weigh 5,200 pounds. 
   
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  Giant Moray Eel (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large animal (aquatic) [ (augmented) ]  
  Init +6; Senses low-light vision, scent; Perception +7 
  AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, –1 size) 
  hp 52 [ 66 ] (7d8+21 [ +35 ]) 
  Fort +8 [ +10 ], Ref +9, Will +3 
  Speed swim 30 ft. 
  Melee bite +11 [ +13 ] (2d6+9 [ +11 ] plus grab) 
  Special Attacks gnaw 
  Str 22 [ 26 ], Dex 14, Con 16 [ 20 ], Int 1, Wis 12, Cha 8 
  Base Atk +5; CMB +12 [ +14 ] (+16 [ +18 ] grapple); CMD 24  
  [ 26 ] 
  Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), 
  Weapon Focus (bite) 
  Skills Escape Artist +10, Perception +7, Stealth +8, Swim +14  
  [ +16 ]; Racial Modifiers +8 Escape Artist 
  SQ grab, gnaw 
  Special Abilities 
  Grab (Ex) If the giant moray eel hits with a bite attack, it deals 
  normal damage and starts a grapple as a free action without 
  provoking an attack of opportunity.  
  Gnaw (Ex) If a giant moray begins a round with a grabbed foe, it 
  inflicts automatic bite damage (2d6+9 [ +11 ] points of damage). 
  A giant moray eel possesses a second set of jaws in its throat that 
  aid in swallowing—it can make a second bite attack (+11 [ +13 ] 
  attack, 1d6+4 [ +6 ]) against a foe it has already grabbed. 
   
  The moray eel is a ferocious predator, capable of holding prey in its 
  primary jaws while a smaller set of jaws inside its throat chews away 
  bite-sized portions. 
   
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  Girallon (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large magical beast [ (augmented) ] 
  Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +11 
  AC 18, touch 12, flat-footed 15 (+3 Dex, +6 natural, –1 size) 
  hp 73 [ 87 ] (7d10+35 [ 49 ]) 
  Fort +9 [ +11 ], Ref +8, Will +5 
  Speed 40 ft., climb 40 ft. 
  Melee bite +10 [ +12 ] (1d6+4 [ +6 ]), 4 claws +10 [ +12 ] (1d4+4  
  [ +6 ] plus rend) 
  Special Attacks rend (4 claws, 1d4+6 [ +8 ]) 
  Str 19 [ 23 ], Dex 17, Con 18 [ 22 ], Int 2, Wis 12, Cha 7 
  Base Atk +7; CMB +14 [ +16 ]; CMD 27 [ 29 ] 
  Feats Improved Initiative, Iron Will, Skill Focus (Perception), 
  Toughness 
  Skills Climb +14 [ +16 ], Perception +11, Stealth +5 
   
  An adult girallon is 8 feet tall, broad-chested, and covered in thick, 
  pure white fur. The gorilla-like creatures has four arms and weighs 
  roughly 800 pounds. 
   
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  Manticore (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large magical beast [ (augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +9 
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 57 [ 69 ] (6d10+24 [ +36 ]) 
  Fort +9 [ +11 ], Ref +7, Will +3 
  Speed 30 ft., fly 50 ft. (clumsy) 
  Melee bite +10 [ +12 ] (1d8+5 [ +7 ]), 2 claws +10 [ +12 ] (2d4+5  
  [ +7 ]) 
  Ranged 4 spikes +8 (1d6+5 [ +7 ]) 
  Str 20 [ 24 ], Dex 15, Con 18 [ 22 ], Int 7, Wis 12, Cha 9 
  Base Atk +6; CMB +12 [ +14 ]; CMD 24 [ 26 ] (28 [ 30 ] vs. trip) 
  Feats Flyby Attack, Hover, Weapon Focus (spikes) 
  Skills Fly –3, Perception +9, Survival +4 (+8 tracking); Racial 
  Modifiers +4 Perception, +4 Survival when tracking 
  Languages Common 
  Special Abilities 
  Spikes (Ex) With a snap of its tail, a manticore can loose a volley of 
  four spikes as a standard action (make an attack roll for each 
  spike). This attack has a range of 180 feet with no range 
  increment. All targets must be within 30 feet of each other. The 
  creature can launch only 24 spikes in any 24-hour period. 
   
  Manticores are fierce predators that patrol a wide area in search of 
  fresh meat. A typical manticore is about 10 feet long and weighs about 
  1,000 pounds. Some have more human-like heads, usually with 
  beards. Males and females look much alike. 
   
  NOTES:_________________________________________________ 
   
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  Orca (Summon Nature’s Ally V) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +6; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; 
  Perception +19 
  AC 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size) 
  hp 67 [ 85 ] (9d8+27 [ +45 ]) 
  Fort +9 [ +11 ], Ref +8, Will +5 
  Speed swim 80 ft. 
  Melee bite +13 [ +15 ] (2d6+12 [ +14 ]) 
  Str 27 [ 31 ], Dex 15, Con 16 [ 20 ], Int 2, Wis 15, Cha 6 
  Base Atk +6; CMB +16 [ +18 ]; CMD 28 [ 30 ] 
  Feats Endurance, Improved Initiative, Skill Focus (Perception, Swim), 
  Weapon Focus (bite) 
  Skills Perception +19, Swim +28 [ +30 ]; Racial Modifiers +8 
  Perception 
  SQ hold breath 
  Special Abilities 
  Hold Breath (Ex) An orca can hold its breath for a number of minutes 
  equal to 6 times its Constitution score before it risks drowning. 
   
  The orca, or ―killer whale‖, is actually the largest species of dolphin. 
  Adult orcas are typically 15–25 feet long and weigh 8,000–12,000 
  pounds. 
   
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  Woolly Rhinoceros (Summon Nature’s Ally V) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., scent; Perception +15 
  AC 19, touch 9, flat-footed 19 (+10 natural, –1 size) 
  hp 76 [ 92 ] (8d8+40 [ +56 ]) 
  Fort +13 [ +15 ], Ref +6, Will +3 
  Speed 30 ft. 
  Melee gore +14 [ +16 ] (2d8+13 [ +15 ]) 
  Special Attacks powerful charge (gore, 4d8+18 [ +20 ]), trample 
  (2d6+13 [ +15 ], DC 23 [ 25 ]) 
  Str 28 [ 32 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 3 
  Base Atk +6; CMB +16 [ +18 ]; CMD 26 [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Diehard, Endurance, Great Fortitude, Skill Focus (Perception) 
  Skills Perception +15 
  SQ powerful charge, trample 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  The woolly rhinoceros is an herbivore, though unlike its non-woolly 
  cousin it grazes for food rather than browsing on larger plants. The 
  woolly rhino is legendary for its foul temper, and its size and huge 
  horn give it a ferocious bravery. Any threat (real or perceived) to the 
  rhino or its herd is met with loud bellows and the stomping of feet. 
  Often, those who unwittingly anger a woolly rhino have no time to 
  amend the intrusion before the beast attacks. 
   
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  Bulette (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge magical beast [ (augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent, tremorsense 
  60 ft.; Perception +11 
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size) 
  hp 84 [ 100 ] (8d10+40 [ +56 ]) 
  Fort +11 [ +13 ], Ref +8, Will +5 
  Speed 40 ft., burrow 20 ft. 
  Melee bite +13 [ +15 ] (2d8+9 [ +11 ]/19–20) and 2 claws +12  
  [ +14 ] (2d6+6 [ +8 ]) 
  Special Attacks leap, savage bite 
  Str 23 [ 27 ], Dex 15, Con 20 [ 24 ], Int 2, Wis 13, Cha 6 
  Base Atk +8; CMB +16 [ +18 ]; CMD 28 [ 30 ] (32 [ 34 ] vs. trip) 
  Feats Improved Initiative, Iron Will, Skill Focus (Perception), Weapon 
  Focus (bite) 
  Skills Acrobatics +9 (+17 jumping), Perception +11; Racial 
  Modifiers +4 on Acrobatics checks made to jump 
  Special Abilities 
  Leap (Ex) A bulette can perform a special kind of pounce attack by 
  jumping into combat. When a bulette charges, it can make a DC 20 
  Acrobatics check to jump into the air and land next to its enemies. 
  If it makes the Acrobatics check, it can follow up with four claw 
  attacks against foes in reach, but cannot make a bite attack. 
  Savage Bite (Ex) A bulette's bite is particularly dangerous. It applies 
  1-1/2 times its Strength modifier to damage inflicted with its bite 
  attack, and threatens a critical hit on a 19–20. 
   
  The creation of some unknown arcanist in millennia past, the bulette 
  has bred true to become one of the fiercest predators of the hills. 
  Burrowing rapidly through the earth just beneath the surface, 
  sometimes with its armored fin cutting a distinctive wake behind it, the 
  bulette launches itself free of stone and soil to tear into its prey 
  without remorse, giving rise to the common appellation ―landshark.‖ 
   
  NOTES:_________________________________________________ 
   
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  Dire Bear (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +5; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, –1 size) 
  hp 95 [ 105 ] (10d8+50 [ +70 ]) 
  Fort +12 [ +14 ], Ref +8, Will +4 
  Speed 40 ft. 
  Melee 2 claws +13 [ +15 ] (1d6+7 [ +9 ] plus grab), bite +13 [ +15 
  ] (1d8+7 [ +9 ]) 
  Str 25 [ 29 ], Dex 13, Con 21 [ 25 ], Int 2, Wis 12, Cha 10 
  Base Atk +7; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 26  
  [ 28 ] (30 [ 32 ] vs. trip) 
  Feats Endurance, Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception) 
  Skills Perception +12, Swim +19 [ +21 ]; Racial Modifiers +4 Swim 
  SQ grab 
  Special Abilities 
  Grab (Ex) If the bear hits, it deals normal damage and attempts to 
  start a grapple as a free action without provoking an attack of 
  opportunity. Grab works only against opponents at least one size 
  category smaller than the bear. Each successful grapple check it 
  makes during successive rounds automatically deals the damage 
  indicated. 
   
  Unlike most bears, a dire bear is short-tempered and swift to anger 
  when confronted with intruders in its territory. Like a grizzly, a dire 
  bear attempts to subdue or kill with its claws. However, a dire bear is 
  far more likely (and willing) to begin biting a grabbed foe. 
   
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  Dire Tiger (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large animal [ (augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +12 
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size) 
  hp 105 [ 133 ] (14d8+42 [ +70 ]) 
  Fort +12 [ +14 ], Ref +11, Will +5 
  Speed 40 ft. 
  Melee 2 claws +18 [ +20 ] (2d4+8 [ +10 ] plus grab), bite +18  
  [ +20 ] (2d6+8 [+10 ]/19–20 plus grab) 
  Special Attacks pounce, rake (2 claws +18 [ +20 ], 2d4+8 [ +10 ]) 
  Str 27 [ 31 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 10 
  Base Atk +10; CMB +19 [ 21 ] (+23 [ +25 ] grapple); CMD 31 [ 33 ] 
  (35 [ 37 ] vs. trip) 
  Feats Improved Critical (bite), Improved Initiative, Improved Iron 
  Will, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon 
  Focus (bite, claw) 
  Skills Acrobatics +6, Perception +12, Stealth +8 (+14 in tall grass), 
  Swim +13 [ +15 ]; Racial Modifiers +4 Acrobatics, +4 Stealth 
  (+8 in tall grass) 
  SQ grab, pounce, rake 
  Special Abilities 
  Grab (Ex) If the dire tiger hits with a bite attack, it deals normal 
  damage and starts a grapple as a free action without provoking an 
  attack of opportunity. Each successful grapple check it makes 
  during successive rounds automatically deals damage. 
  Pounce (Ex) When the dire tiger makes a charge, it can make a full 
  attack. 
  Rake (Ex) The dire tiger gains two additional claw attacks that it can 
  use only against a grappled foe. The tiger must begin its turn 
  already grappling to use its rake—it can't begin a grapple and rake 
  in the same turn. 
   
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  Elasmosaurus (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +14 
  AC 20, touch 11, flat-footed 17 (+2 Dex, +1 dodge, +9 natural, –2 
  size) 
  hp 105 [ 125 ] (10d8+60 [ +80 ]) 
  Fort +14 [ +16 ], Ref +9, Will +6 
  Speed 20 ft., swim 50 ft. 
  Melee bite +13 [ +15 ] (2d8+12 [ +14 ]) 
  Str 26 [ 30 ], Dex 15, Con 20 [ 24 ], Int 2, Wis 13, Cha 9 
  Base Atk +7; CMB +17 [ +19 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Dodge, Great Fortitude, Iron Will, Mobility, Toughness 
  Skills Perception +14, Swim +16 [ +18 ] 
   
  The sleek elasmosaurus is a long-necked, aquatic reptile. Although not 
  technically a dinosaur, they and their kind are often found hunting in 
  oceans and lakes in areas where dinosaurs are more common. An 
  elasmosaurus is 45 feet long and weighs 4,000 pounds. 
   
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  Elemental, Air, Huge (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge outsider (air, elemental, extraplanar) 
  [ (augmented) ] 
  Init +13; Senses darkvision 60 ft.; Perception +13 
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, –2 size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +16, Will +5 
  Defensive Abilities air mastery; DR 5/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +17 (2d6+6 [ +8 ]) 
  Special Attacks whirlwind (3/day, 10–50 ft. high, 2d6+6 [ +8 ] damage, 
  DC 21 [ 23 ]) 
  Str 22 [ 26 ], Dex 29, Con 18 [ 22 ], Int 6, Wis 11, Cha 11 
  Base Atk +10, CMB +18 [ +20 ]; CMD 38 [ 40 ] 
  Feats Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Iron 
  Will, Mobility, Weapon FinesseB 
  Skills Acrobatics +18, Escape Artist +18, Fly +23, Knowledge (planes) +7, 
  Perception +13, Stealth +9 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, while 
  another might be a smoky bird-like creature with glowing eyes and wind for 
  wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, not 
  only because its mastery over flight gives it a slight advantage, but also 
  because it detests the thought of having to touch the ground. An air 
  elemental can move underwater, and although it is an elemental and thus 
  runs no risk of drowning, it has no ranks in Swim and loses much of its 
  speed and mobility when underwater. 
   
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  Elemental, Earth, Huge (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge outsider (earth, elemental, extraplanar)  
  [ (augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +13 
  AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +2, Will +7 
  Defensive Abilities earth mastery; DR 5/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee slam +17 [ +19 ] (2d8+9 [ +11 ]) 
  Special Attacks earth mastery 
  Str 28 [ 32 ], Dex 8, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +8; CMB +16 [ +18 ]; CMD 25 [ 27 ] 
  Feats Awesome Blow, Cleave, Greater Bull Rush, Improved Bull RushB, 
  Improved Overrun, Power Attack 
  Skills Appraise +6, Climb +18 [ +20 ], Knowledge (dungeoneering) +4, 
  Knowledge (planes) +7, Perception +13, Stealth +4 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 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. 
    
  A Huge earth elemental is about 32 feet tall and weighs about 48,000 lbs. 
  An earth elemental’s appearance can vary, although its statistics remain 
  identical to other elementals of its size. Most earth elementals look like 
  terrestrial animals made out of rock, earth, or even crystal, with glowing 
  gemstones for eyes. Bits of vegetation frequently grow in the soil that 
  makes up parts of an earth elemental's body. 
   
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  Elemental, Fire, Huge (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, fire)  
  [ (augmented) ] 
  Init +11; Senses darkvision 60 ft.; Perception +13 
  AC 21, touch 16, flat-footed 13 (+7 Dex, +1 dodge, +5 natural, –2 size) 
  hp 85 [ 105 ] (10d10+30 [ +50 ]) 
  Fort +9 [ +11 ], Ref +14, Will +5 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +15 (2d6+4 [ +6 ] plus burn) 
  Special Attacks burn (2d6, DC 17 [ 19 ]) 
  Str 18 [ 22 ], Dex 25, Con 16 [ 20 ], Int 6, Wis 11, Cha 11 
  Base Atk +10; CMB +16 [ +18 ]; CMD 34 [ 36 ] 
  Feats Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, 
  Spring Attack, Weapon FinesseB 
  Skills Acrobatics +16, Climb +13 [ +15 ], Escape Artist +16, Intimidate 
  +9, Knowledge (planes) +7, Perception +13 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 17 [ 19 ] Reflex save or catch fire, taking 1d8 damage for an 
  additional 1d8 rounds at the start of 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 save. Creatures that hit the fire elemental 
  with natural weapons or unarmed attacks take fire damage as though 
  hit by the elemental and must make a Reflex save to avoid catching on 
  fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. A 
  body of water is an impassible barrier unless the fire elemental can step or 
  jump over it or the water is covered with a flammable material (such as a 
  layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of smoke 
  and flame, but some take on shapes more akin to humans, demons, or 
  other monsters in order to increase the terror of their sudden appearance. 
  Features on a fire elemental's body are made by darker bits of flame or 
  patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Water, Huge (Summon Monster VI) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, water)  
  [ (augmented) ] 
  Init +4; Senses darkvision 60 ft.; Perception +13 
  AC 21, touch 13, flat-footed 16 (+4 Dex, +1 dodge, +8 natural, –2 size) 
  hp 95 [ 115 ] (10d10+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +11, Will +3 
  Defensive Abilities DR 5/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +15 [ +17 ] (2d6+7 [ +9 ]) 
  Special Attacks drench, vortex (DC 22 [ 24 ]), water mastery 
  Str 24 [ 28 ], Dex 18, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +10; CMB +19 [ +21 ]; CMD 34 [ 36 ] 
  Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Power Attack 
  Skills Acrobatics +11, Escape Artist +15, Knowledge (planes) +7, 
  Perception +13, Stealth +3, Swim +26 [ +28 ] 
  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 (CL 10th). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to hide 
  or drag their opponents into the water to gain an advantage. 
   
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
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  Elephant (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., low-light vision, scent; Perception 
  +21 
  AC 17, touch 8, flat-footed 17 (+9 natural, –2 size) 
  hp 93 [ 115 ] (11d8+44 [ +66 ]) 
  Fort +13 [ +15 ], Ref +7, Will +6 
  Speed 40 ft. 
  Melee gore +16 [ +18 ] (2d8+10 [ +12 ]), slam +16 [ +18 ] 
  (2d6+10 [ +12 ]) 
  Special Attacks trample (2d8+15 [ +17 ]; DC 25 [ 27 ]) 
  Str 30 [ 34 ], Dex 10, Con 19 [ 23 ], Int 2, Wis 13, Cha 7 
  Base Atk +8; CMB +20 [ +22 ]; CMD 30 [ 32 ] (34 [ 36 ] vs. trip) 
  Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, 
  Power Attack, Skill Focus (Perception) 
  Skills Perception +21 
  SQ trample 
  Special Abilities 
  Trample (Ex) As a full-round action, the elephant can attempt to 
  overrun any creature that is at least one size category smaller than 
  itself. This works just like the overrun combat maneuver, but the 
  elephant does not need to make a check, it merely has to move 
  over opponents in its path. Targets of a trample take 2d8+15  
  [ +17 ] points of damage. Targets of a trample can make an attack  
  of opportunity, but at a –4 penalty. If targets forgo an attack of  
  opportunity, they can attempt to avoid the elephant and receive a  
  DC 25 [ 27 ] Reflex save to take half damage. An elephant can  
  only deal trampling damage to each target once per round, no  
  matter how many times its movement takes it over a target  
  creature 
   
  These large land animals, majestically wandering the plains in tightly 
  knit family herds, are symbols of wisdom and strength.  
   
  NOTES:_________________________________________________ 
   
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  Giant Octopus (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large animal (aquatic) [ (augmented) ] 
  Init +6; Senses darkvision 60 ft., low-light vision; Perception +8 
  AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size) 
  hp 90 [ 114 ] (12d8+36 [ +60 ]) 
  Fort +11 [ +13 ], Ref +12, Will +7 
  Defensive Abilities ink cloud (30-foot-radius sphere) 
  Speed 20 ft., swim 30 ft., jet 200 ft. 
  Melee bite +13 [ +15 ] (1d8+5 [ +7 ] plus poison), 8 tentacles +11  
  [ +13 ] (1d4+2 [ +4 ] plus grab) 
  Special Attack constrict (tentacle, 1d4+2 [ +4 ]) 
  Str 20 [ 24 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 3 
  Base Atk +9; CMB +15 [ +17 ] (+19 [ +21 ] grapple); CMD 27  
  [ 29 ] (can't be tripped) 
  Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning 
  Reflexes, MultiattackB, Skill Focus (Stealth), Stealthy 
  Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13  
  [ +15 ]; Racial Modifiers +10 Escape Artist, +8 Stealth 
  SQ constrict, poison 
  Special Abilities 
  Constrict (Ex) The octopus can crush an opponent, dealing 
  bludgeoning damage, when it makes a successful grapple check (in 
  addition to any other effects caused by a successful check, 
  including additional damage).  
  Poison (Ex) Bite—injury; save Fort DC 19 [ 21 ]; frequency 1/round 
  for 6 rounds; effect 1d3 Str; cure 2 saves. 
   
  The giant octopus is a true monster capable of catching and eating 
  sharks, humans, or anything else it can grab with its tentacles.  
   
  NOTES:_________________________________________________ 
   
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  Giant Scorpion (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large vermin [ (augmented) ] 
  Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4 
  AC 16, touch 9, flat-footed 16 (+7 armor, –1 size) 
  hp 37 [ 47 ] (5d8+15 [ +25 ]) 
  Fort +7 [ +9 ], Ref +1, Will +1 
  Immune mind-affecting effects 
  Speed 50 ft. 
  Melee 2 claws +6 [ +8 ] (1d6+4 [ +6 ] plus grab), sting +6 [ +8 ] 
  (1d6+4 [ +6 ] plus poison) 
  Special Attacks constrict (1d6+4 [ +6 ]) 
  Str 19 [ 23 ], Dex 10, Con 16 [ 20 ], Int —, Wis 10, Cha 2 
  Base Atk +3; CMB +8 [ +10 ] (+12 [ +14 ] grapple); CMD 18 [ 20 ] 
  (30 [ 32 ] vs. trip) 
  Skills Climb +8 [ +10 ], Perception +4, Stealth +0; Racial Modifiers 
  +4 Climb, +4 Perception, +4 Stealth 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 17 [ 19 ]; frequency 1/round 
  for 6 rounds; effect 1d2 Strength damage; cure 1 save. The save 
  DC is Constitution-based and includes a +2 racial bonus. 
   
  Giant scorpions are just over 8 feet long from head to the base of the 
  tail; the tail adds an additional 8 feet or so, although it is usually 
  curled up over the scorpion's back. Giant scorpions weigh between 
  2,000 and 6,000 pounds. 
   
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  Hill Giant (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large humanoid (giant) [ (augmented) ] 
  Init –1; Senses low-light vision; Perception +6 
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 
  size) 
  hp 85 [ 105 ] (10d8+40 [ +60 ]) 
  Fort +11 [ +13 ], Ref +2, Will +3 
  Defensive Abilities rock catching 
  Speed 40 ft. (30 ft. in armor) 
  Melee greatclub +14/+9 [ +16/+11 ] (2d8+10 [ +12 ]) or 2 slams 
  +13 [ +15 ] (1d8+7 [ +9 ]) 
  Ranged rock +6 (1d8+10 [ +12 ]) 
  Special Attacks rock throwing (120 ft.) 
  Str 25 [ 29 ], Dex 8, Con 19 [ 23 ], Int 6, Wis 10, Cha 7 
  Base Atk +7; CMB +15 [ +17 ]; CMD 24 [ 26 ] 
  Feats Cleave, Intimidating Prowess, Martial Weapon Proficiency 
  (greatclub), Power Attack, Weapon Focus (greatclub) 
  Skills Climb +10 [ +12 ], Intimidate +12 [ +14 ], Perception +6 
  Languages Giant 
   
  Skin color among hill giants ranges from light tan to deep, ruddy 
  brown. Their hair is brown or black, with eyes the same color. Hill 
  giants wear layers of crudely prepared hides with the fur left on. They 
  seldom wash or repair their garments, preferring simply to add more 
  hides as their old ones wear out. Adults are around 10 feet tall and 
  weigh about 1,100 pounds. Hill giants can live to be 200 years old, but 
  almost never do. 
   
  Hill giants prefer to fight from high, rocky outcroppings, where they 
  can pelt opponents with rocks and boulders while limiting the risk to 
  themselves. Hill giants love to make overrun attacks against smaller 
  creatures when they first join battle. Thereafter, they stand fast and 
  swing away with their massive clubs. 
   
  NOTES:_________________________________________________ 
   
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  Stegosaurus (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +6; Senses low-light vision, scent; Perception +16 
  AC 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size) 
  hp 90 [ 114 ] (12d8+36 [ +60 ]) 
  Fort +13 [ +15 ], Ref +10, Will +5 
  Speed 30 ft. 
  Melee tail +16 [ +18 ] (4d6+12 [ +16 ] plus trip) 
  Str 27 [ 31 ], Dex 14, Con 17 [ 21 ], Int 2, Wis 13, Cha 10 
  Base Atk +9; CMB +19 [ +21 ]; CMD 31 [ 33 ] (35 [ 37 ] vs. trip) 
  Feats Cleave, Great Fortitude, Improved Initiative, Improved Overrun, 
  Power Attack, Weapon Focus (tail) 
  Skills Perception +16 
   
  The stegosaurus is one of the most distinctive-looking dinosaurs—its 
  twin rows of dorsal plates and spiked tail are enough to give most 
  predators second thoughts before attacking. It is 30 feet long, 14 feet 
  tall, and weighs 5,000 pounds. 
   
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  Stone Giant (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Large humanoid (giant) [ (augmented) ] 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +12 
  AC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size) 
  hp 102 [ 126 ] (12d8+48 [ +72 ]) 
  Fort +12 [ +14 ], Ref +6, Will +7 
  Defensive Abilities improved rock catching 
  Speed 40 ft. 
  Melee greatclub +16/+11 [ +18/+13] (2d8+12 [ +14 ]) or 2 slams 
  +16 [ +18 ] (1d8+8 [ +10 ]) 
  Ranged rock +11/+6 (1d8+12 [ +14 ]) 
  Special Attacks rock throwing (180 ft.) 
  Str 27 [ 31 ], Dex 15, Con 19 [ 23 ], Int 10, Wis 12, Cha 10 
  Base Atk +9; CMB +18 [ +20 ]; CMD 30 [ 32 ] 
  Feats Iron Will, Martial Weapon Proficiency (greatclub), Point Blank 
  Shot, Power Attack, Precise Shot, Quick Draw 
  Skills Climb +12 [ +14 ], Intimidate +12, Perception +12, Stealth +4 
  (+12 in rocky terrain); Racial Modifiers +8 Stealth in rocky 
  terrain 
  Languages Common, Giant 
  Special Abilities 
  Improved Rock Catching (Ex) A stone giant gains a +4 racial bonus 
  on its Reflex save when attempting to catch a thrown rock with 
  rock catching. This ability otherwise works like the rock catching 
  ability. 
   
  Stone giants prefer thick leather garments, dyed in shades of brown 
  and gray to match the stone around them. Adults are about 12 feet 
  tall, weigh about 1,500 pounds, and can live to be 800 years old. 
   
  Stone giants fight from a distance whenever possible, but if they can't 
  avoid melee, they favor gigantic clubs chiseled out of stone. A favorite 
  tactic of stone giants is to stand nearly motionless, blending in with 
  the background, then move forward to throw rocks and surprise their 
  foes. 
   
  NOTES:_________________________________________________ 
   
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  Triceratops (Summon Nature’s Ally VI) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init –1; Senses low-light vision, scent; Perception +21 
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size) 
  hp 119 [ 147 ] (14d8+56 [+84 ]) 
  Fort +15 [ +17 ], Ref +8, Will +5 
  Speed 30 ft. 
  Melee gore +17 [ +19 ] (2d10+12 [ +14 ]) 
  Special Attacks powerful charge (gore, 4d10+16 [ +18 ]), trample 
  (1d8+12 [ +14 ], DC 25 [ 27 ]) 
  Str 26 [ 30 ], Dex 9, Con 19 [ 23 ], Int 2, Wis 12, Cha 7 
  Base Atk +10; CMB +20 [ +22 ]; CMD 29 [ 31 ] (33 [ 35 ] vs. trip) 
  Feats Great Fortitude, Improved Bull Rush, Improved Critical, Power 
  Attack, Run, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +21 
  SQ powerful charge 
  Special Abilities 
  Powerful Charge (Ex) When a creature with this special attack 
  makes a charge, its attack deals extra damage in addition to the 
  normal benefits and hazards of a charge. The attack and amount of 
  damage from the attack is given in the creature's description. 
   
  The triceratops is a stubborn and short-tempered herbivore. 
   
  A typical triceratops is 30 feet long and weighs 20,000 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Brachiosaurus (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Gargantuan animal [ (augmented) ] 
  Init +0; Senses low-light vision, scent; Perception +27 
  AC 18, touch 6, flat-footed 18 (+12 natural, –4 size) 
  hp 171 [ 207 ] (18d8+90 [ +126 ]) 
  Fort +18 [ +20 ], Ref +11, Will +9 
  Speed 30 ft. 
  Melee tail +22 [ +24 ] (4d6+19 [ +21 ]) 
  Special Attack trample (2d6+19 [ +21 ], DC 32 [ 34 ]) 
  Str 37 [ 41 ], Dex 10, Con 21 [ 25 ], Int 2, Wis 13, Cha 10 
  Base Atk +13; CMB +30 [ +32 ]; CMD 40 [ 42 ] (44 [ 46 ] vs. trip) 
  Feats Cleave, Great Cleave, Great Fortitude, Greater Overrun, 
  Improved Bull Rush, Iron Will, Power Attack, Skill Focus 
  (Perception), Weapon Focus (tail) 
  Skills Perception +27 
  SQ trample 
   
  A brachiosaurus is 80 feet long and weighs 32 tons. 
   
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  Dire Crocodile (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Gargantuan animal [ (augmented) ] 
  Init +4; Senses low-light vision; Perception +14 
  AC 21, touch 6, flat-footed 21 (+15 natural, –4 size) 
  hp 138 [ 162 ] (12d8+84 [ +108 ]) 
  Fort +15 [ +17 ], Ref +8, Will +8 
  Speed 20 ft., swim 30 ft.; sprint 
  Melee bite +18 [ +20 ] (3d6+13 [ +15 ]/19–20 plus grab) and tail 
  slap +13 [ +15 ] (4d8+6 [ +8 ]) 
  Special Attacks death roll (3d6+19 [ +21 ] plus trip), swallow whole 
  (3d6+13 [ +15 ], AC 16, 13 hp) 
  Str 37 [ 41 ], Dex 10, Con 25 [ 29 ], Int 1, Wis 14, Cha 2 
  Base Atk +9; CMB +26 [ +28 ] (+30 [ +32 ] grapple); CMD 36  
  [ 38 ] (40 [ 42 ] vs. trip) 
  Feats Improved Critical (bite), Improved Initiative, Iron Will, Run, 
  Skill Focus (Perception, Stealth) 
  Skills Perception +14, Stealth –6 (+2 in water), Swim +21 [ +23 ]; 
  Racial Modifiers +8 Stealth in water 
  SQ hold breath 
  Special Abilities 
  Grab (Ex) If the crocodile hits with its bite, it deals normal damage 
  and can start a grapple as a free action without provoking an 
  attack of opportunity. Grab works only against opponents at least 
  one size category smaller than the crocodile. Each successful check 
  it makes automatically deals the damage indicated for the attack 
  that established the hold. 
  Swallow Whole (Ex) A swallowed creature can try to cut its way free 
  with any light slashing or piercing weapon (the amount of cutting 
  damage required to get free is 14 [ 16 ] hit points), or it can just 
  try to escape the grapple. The Armor Class of the interior of a 
  crocodile is 17. If a swallowed creature cuts its way out, the 
  crocodile cannot use swallow whole again until the damage is 
  healed. If the swallowed creature escapes the grapple, success 
  puts it back in the crocodile’s mouth, where it may be bitten or 
  swallowed again. 
   
  NOTES:_________________________________________________ 
   
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  Dire Shark (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Gargantuan animal (aquatic) [ (augmented) ] 
  Init +6; Senses blindsense 30 ft., keen scent; Perception +25 
  AC 23, touch 8, flat-footed 21 (+2 Dex, +15 natural, –4 size) 
  hp 112 [ 142 ] (15d8+45 [ +75]) 
  Fort +14 [ +16 ], Ref +13, Will +8 
  Speed swim 60 ft. 
  Melee bite +17 [ +19 ] (4d10+15 [ +17 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d6+15 [ +17 ] damage, AC 17, 11 
  hp) 
  Str 30 [ 34 ], Dex 15, Con 17 [ 21 ], Int 1, Wis 12, Cha 10 
  Base Atk +11; CMB +25 [ +27 ] (+29 [ +31 ] grapple); CMD 37  
  [ 39 ] 
  Feats Bleeding Critical, Critical Focus, Great Fortitude, Improved 
  Critical (bite), Improved Initiative, Iron Will, Lightning Reflexes, 
  Skill Focus (Perception) 
  Skills Perception +25, Swim +18 [ +20 ] 
  Special Abilities 
  Swallow Whole (Ex) A swallowed creature can try to cut its way free 
  with any light slashing or piercing weapon (the amount of cutting 
  damage required to get free is 11 [ 14 ] hit points), or it can just 
  try to escape the grapple. The Armor Class of the interior of a 
  shark is 17. If a swallowed creature cuts its way out, the shark 
  cannot use swallow whole again until the damage is healed. If the 
  swallowed creature escapes the grapple, success puts it back in the 
  shark’s mouth, where it may be bitten or swallowed again. 
   
  The true nightmare of the sea is the megalodon, a shark that 
  represents the pinnacle of this species' evolution. Horrifying in its 
  immense size and ruinous appetite, the megalodon is certainly the 
  beast behind many legends of enormous fish that swallow ships whole. 
  A megalodon is 60 feet long and weighs 100,000 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Air, Greater (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge outsider (air, elemental, extraplanar)  
  [ (augmented) ] 
  Init +14; Senses darkvision 60 ft.; Perception +16 
  AC 25, touch 19, flat-footed 14 (+10 Dex, +1 dodge, +6 natural, –2 
  size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +18, Will +6 
  Defensive Abilities air mastery; DR 10/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +21 (2d8+7 [ +9 ]) 
  Special Attacks whirlwind (3/day, 10–60 ft. high, 2d8+7 [ +9 ] damage, 
  DC 23 [ 25 ]) 
  Str 24 [ 28 ], Dex 31, Con 18 [ 22 ], Int 8, Wis 11, Cha 11 
  Base Atk +13, CMB +22 [ +24 ]; CMD 43 [ 45 ] 
  Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Improved 
  InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB 
  Skills Acrobatics +25, Escape Artist +23, Fly +27, Knowledge (planes) 
  +12, Perception +16, Stealth +15 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, while 
  another might be a smoky bird-like creature with glowing eyes and wind for 
  wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, not 
  only because its mastery over flight gives it a slight advantage, but also 
  because it detests the thought of having to touch the ground. An air 
  elemental can move underwater, and although it is an elemental and thus 
  runs no risk of drowning, it has no ranks in Swim and loses much of its 
  speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Earth, Greater (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge outsider (earth, elemental, extraplanar)  
  [ (augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +16 
  AC 21, touch 7, flat-footed 21 (–1 Dex, +14 natural, –2 size) 
  hp 136 [ 162 ] (13d10+65 [ +91 ]) 
  Fort +13 [ +15 ], Ref +3, Will +8 
  Defensive Abilities earth mastery; DR 10/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee 2 slams +21 [ +23 ] (2d10+10 [ +12 ]) 
  Special Attacks earth mastery 
  Str 30 [ 34 ], Dex 8, Con 21 [ 25 ], Int 8, Wis 11, Cha 11 
  Base Atk +13; CMB +25 [ +27 ]; CMD 34 [ 36 ] 
  Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, 
  Improved Bull RushB, Improved Overrun, Improved Sunder, Power 
  Attack 
  Skills Appraise +10, Climb +25 [ +27 ], Knowledge (dungeoneering) +10, 
  Knowledge (planes) +13, Perception +16, 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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 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. 
    
  A Greater earth elemental is about 36 feet tall and weighs about 54,000 
  lbs. An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals look 
  like terrestrial animals made out of rock, earth, or even crystal, with 
  glowing gemstones for eyes. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
   
  Elemental, Fire, Greater (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, fire)  
  [ (augmented) ] 
  Init +12; Senses darkvision 60 ft.; Perception +16 
  AC 23, touch 17, flat-footed 14 (+8 Dex, +1 dodge, +6 natural, –2 size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +16, Will +6 
  Defensive Abilities DR 5/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +19 (2d8+7 [ +9 ] plus burn) 
  Special Attacks burn (2d8, DC 20 [ 22 ]) 
  Str 24 [ 28 ], Dex 27, Con 18 [ 22 ], Int 8, Wis 11, Cha 11 
  Base Atk +13; CMB +22 [+24 ]; CMD 41 [ 43 ] 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Mobility, Spring Attack, Weapon FinesseB, Wind Stance 
  Skills Acrobatics +23, Climb +20 [ +22 ], Escape Artist +21, Intimidate 
  +15, Knowledge (planes) +10, Perception +16 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 20 [ 22 ] Reflex save or catch fire, taking 1d8 damage for an 
  additional 1d8 rounds at the start of 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 save. Creatures that hit the fire elemental 
  with natural weapons or unarmed attacks take fire damage as though 
  hit by the elemental and must make a Reflex save to avoid catching on 
  fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. A 
  body of water is an impassible barrier unless the fire elemental can step or 
  jump over it or the water is covered with a flammable material (such as a 
  layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of smoke 
  and flame, but some take on shapes more akin to humans, demons, or 
  other monsters in order to increase the terror of their sudden appearance. 
  Features on a fire elemental's body are made by darker bits of flame or 
  patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Water, Greater (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, water)  
  [ (augmented) ] 
  Init +5; Senses darkvision 60 ft.; Perception +16 
  AC 23, touch 14, flat-footed 17 (+5 Dex, +1 dodge, +9 natural, –2 size) 
  hp 123 [ 149 ] (13d10+52 [ +78 ]) 
  Fort +12 [ +14 ], Ref +15, Will +4 
  Defensive Abilities DR 10/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +20 [ +22 ] (2d8+10 [ +12 ]) 
  Special Attacks drench, vortex (DC 25 [ 27 ]), water mastery 
  Str 28 [ 32 ], Dex 20, Con 19 [ 23 ], Int 6, Wis 11, Cha 11 
  Base Atk +13; CMB +24 [ +26 ]; CMD 40 [ 42 ] 
  Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved 
  Sunder, Lightning Reflexes, Power Attack 
  Skills Acrobatics +18, Escape Artist +20, Knowledge (planes) +12, 
  Perception +16, Stealth +10, Swim +30 [ +32 ] 
  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 (CL 13th). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to hide 
  or drag their opponents into the water to gain an advantage.  
  Most water elementals appear as wave-like creatures with vaguely 
  humanoid faces and smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
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  Fire Giant (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Large humanoid (fire, giant) [ (augmented) ] 
  Init –1; Senses low-light vision; Perception +14 
  AC 23, touch 8, flat-footed 23 (+7 armor, –1 Dex, +8 natural, –1 
  size) 
  hp 142 [ 172 ] (15d8+75 [ +105 ]) 
  Fort +14 [ +16 ], Ref +4, Will +9 
  Defensive Abilities rock catching; Immune fire 
  Weaknesses vulnerability to cold 
  Speed 40 ft. (30 ft. in armor) 
  Melee greatsword +21/+16/+11 [ +23/+18/+13 ] (3d6+15 [ +17 ]) 
  or 2 slams +20 [ +22 ] (1d8+10 [ +12 ]) 
  Ranged rock +10 (1d8+15 [ +17 ] plus 1d6 fire) 
  Special Attacks heated rock, rock throwing (120 ft.) 
  Str 31 [ 35 ], Dex 9, Con 21 [ 25 ], Int 10, Wis 14, Cha 10 
  Base Atk +11; CMB +22 [ +24 ]; CMD 31 [ 33 ] 
  Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, 
  Iron Will, Martial Weapon Proficiency (greatsword), Power Attack, 
  Weapon Focus (greatsword) 
  Skills Climb +14 [ +16 ], Craft (any one) +8, Intimidate +11, 
  Perception +14 
  Languages Common, Giant 
  Special Abilities 
  Heated Rock (Su) Fire giants transfer the heat of their bodies to 
  rocks as part of an attack action when they throw rocks. A heated 
  rock deals 1d6 points of additional fire damage on a hit. 
   
  Fire giants have bright orange hair that flickers and glows almost as if 
  it were aflame. An adult male is 12 to 16 feet tall, has a chest that 
  measures 9 feet around, and weighs about 7,000 pounds. Females are 
  slightly shorter and lighter. Fire giants can live to be 350 years old. 
   
  NOTES:_________________________________________________ 
   
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  Frost Giant (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Large humanoid (cold, giant) [ (augmented) ] 
  Init –1; Senses low-light vision; Perception +10 
  AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 
  size) 
  hp 133 [ 161 ] (14d8+70 [ +98 ]) 
  Fort +14 [ +16 ], Ref +3, Will +6 
  Defensive Abilities rock catching; Immune cold 
  Weaknesses vulnerability to fire 
  Speed 40 ft. 
  Melee greataxe +18/+13 [ +20/+15 ] (3d6+13 [ +15 ]) or 2 slams 
  +18 [ +20 ] (1d8+9 [ +11 ]) 
  Ranged rock +9 (1d8+13 [ +15 ]) 
  Special Attacks rock throwing (120 ft.) 
  Str 29 [ 33 ], Dex 9, Con 21 [ 25 ], Int 10, Wis 14, Cha 11 
  Base Atk +10; CMB +20 [ +22 ]; CMD 29 [ 31 ] 
  Feats Cleave, Great Cleave, Improved Overrun, Improved Sunder, 
  Martial Weapon Proficiency (greataxe), Power Attack, Skill Focus 
  (Stealth) 
  Skills Climb +13 [ +15 ], Craft (any one) +7, Intimidate +7, 
  Perception +10, Stealth +5 (+9 in snow); Racial Modifiers +4 
  Stealth in snow 
  Languages Common, Giant 
   
  A frost giant's hair can be light blue or dirty yellow, and its eyes 
  usually match its hair color. Frost giants dress in skins and pelts, along 
  with any jewelry they own. Frost giant warriors also don chain shirts 
  and metal helmets decorated with horns or feathers. An adult male 
  stands about 15 feet tall and weighs approximately 2,800 pounds. 
  Females are slightly shorter and lighter, but otherwise identical to 
  males. Frost giants can live to be 250 years old. 
   
  NOTES:_________________________________________________ 
   
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  Giant Squid (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge animal (aquatic) [ (augmented) ] 
  Init +7; Senses low-light vision; Perception +22 
  AC 20, touch 11, flat-footed 17 (+3 Dex, +9 natural, –2 size) 
  hp 102 [ 126 ] (12d8+48 [ +72 ]) 
  Fort +14 [ +16 ], Ref +13, Will +5 
  Defensive Abilities ink cloud (20-ft. radius) 
  Speed swim 60 ft., jet 260 ft. 
  Melee bite +14 [ +16 ] (2d6+7 [ +9 ]), 2 arms +14 [ +16 ] (1d6+7 
  [ +9 ]), tentacles +12 [ +14 ] (4d6+3 [ +5 ] plus grab) 
  Special Attacks constrict (4d6+10 [ +12 ]) 
  Str 25 [ 29 ], Dex 17, Con 19 [ 23 ], Int 2, Wis 12, Cha 2 
  Base Atk +9; CMB +18 [ +20 ] (+22 [ +24 ] grapple); CMD 31 
  [ 33 ] 
  Feats Combat Reflexes, Great Fortitude, Improved Critical, Improved 
  Initiative, Lightning Reflexes, MultiattackB, Skill Focus (Perception) 
  Skills Perception +22, Swim +15 [ +17 ] 
  Special Abilities 
  Ink Cloud (Ex) A squid can emit a 20-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. 
   
  The giant squid is a legendary beast capable of feeding on humans 
  with ease. A giant squid is 45 feet long and weighs 1,500 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Mastodon (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Huge animal [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +24 
  AC 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size) 
  hp 133 [ 161 ] (14d8+70 [ +98 ]) 
  Fort +14 [ +16 ], Ref +10, Will +7 
  Speed 40 ft. 
  Melee gore +21 [ +23 ] (2d8+12 [ +14 ]), slam +20 [ +22 ] 
  (2d6+12 [ +14 ]) 
  Special Attacks trample (2d8+18 [ +20 ], DC 29 [ 31 ]) 
  Str 34 [ 38 ], Dex 12, Con 21 [ 25 ], Int 2, Wis 13, Cha 7 
  Base Atk +10; CMB +24 [ +26 ], CMD 35 [ 37 ] (39 [ 41 ] vs. trip) 
  Feats Endurance, Improved Bull Rush, Improved Iron Will, Iron Will, 
  Power Attack, Skill Focus (Perception), Weapon Focus (gore) 
  Skills Perception +24 
   
  The great mastodons are primeval cousins of elephants. Their large 
  tusks dwarf those of regular elephants, jutting outward and then 
  curving back toward one another at the tips. Shaggy woolly 
  mammoths are a mastodon variant adapted to cold environments, but 
  have the same statistics. 
   
  NOTES:_________________________________________________ 
   
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  Roc (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Gargantuan animal [ (augmented) ] 
  Init +6; Senses low-light vision; Perception +15 
  AC 22, touch 8, flat-footed 20 (+2 Dex, +14 natural, –4 size) 
  hp 120 [ 152 ] (16d8+48 [ +80 ]) 
  Fort +13 [ +15 ], Ref +14, Will +8 
  Speed 20 ft., fly 80 ft. (average) 
  Melee 2 talons +18 [ +20 ] (2d6+9 [ +11 ]/19–20 plus grab), bite 
  +17 [ +19 ] (2d8+9 [ +11 ]) 
  Str 28 [ 32 ], Dex 15, Con 17 [ 21 ], Int 2, Wis 12, Cha 11 
  Base Atk +12; CMB +25 [ +27 ] (+29 [ 31 ] grapple); CMD 37 [ 39 ] 
  Feats Flyby Attack, Improved Critical (talons), Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Skill Focus 
  (Perception), Weapon Focus (talons) 
  Skills Fly +7, Perception +15 
  Special Abilities 
  Grab (Ex) If the roc hits with a bite attack, it deals normal damage 
  and attempts to start a grapple as a free action without provoking 
  an attack of opportunity. Unless otherwise noted, grab works only 
  against opponents at least one size category smaller than the 
  creature. Each successful grapple check it makes during successive 
  rounds automatically deals the damage indicated. 
   
  Rocs are terrifying, legendary birds renowned for their ability to carry 
  off elephants and other big animals. A typical roc is 30 feet long from 
  beak to tail, with an 80-foot wingspan and weight of up to 8,000 
  pounds. Rocs are most commonly white but can be a number of 
  different colors, from dark brown or gold to black or blood red. 
   
  NOTES:_________________________________________________ 
   
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  Tyrannosaurus (Summon Nature’s Ally VII) 
  (Caster’s Alignment) Gargantuan animal [ (augmented) ] 
  Init +5; Senses low-light vision, scent; Perception +37 
  AC 21, touch 7, flat-footed 20 (+1 Dex, +14 natural, –4 size) 
  hp 153 [ 189 ] (18d8+72 [ +108 ]) 
  Fort +15 [ +17 ], Ref +12, Will +10 
  Speed 40 ft. 
  Melee bite +20 [ +22 ] (4d6+22 [ +26 ]/19–20 plus grab) 
  Special Attacks swallow whole (2d8+11 [ +13 ], AC 17, hp 15) 
  Str 32 [ 36 ], Dex 13, Con 19 [ 23 ], Int 2, Wis 15, Cha 10 
  Base Atk +13; CMB +28 [ +30 ] (+32 [ +34 ] grapple); CMD 39  
  [ 41 ] 
  Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved 
  Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus 
  (Perception) 
  Skills Perception +37; Racial Modifiers +8 Perception 
  SQ powerful bite 
  Special Abilities 
  Powerful Bite (Ex) A tyrannosaurus applies twice its Strength 
  modifier to bite damage. 
  Swallow Whole (Ex) A swallowed creature can try to cut its way free 
  with any light slashing or piercing weapon (the amount of cutting 
  damage required to get free is 15 [ 18 ] hit points), or it can just 
  try to escape the grapple. The Armor Class of the interior of a 
  tyrannosaurus is 17. If a swallowed creature cuts its way out, the 
  tyrannosaurus cannot use swallow whole again until the damage is 
  healed. If the swallowed creature escapes the grapple, success 
  puts it back in the tyrannosaurus’ mouth, where it may be bitten or 
  swallowed again. 
   
  The tyrannosaurus is an apex predator that measures 40 feet long and 
  weighs 14,000 pounds. 
   
  NOTES:_________________________________________________ 
   
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  Cloud Giant (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Huge humanoid (giant) [ (augmented) ] 
  Init +1; Senses low-light vision, scent; Perception +17 
  AC 25, touch 9, flat-footed 24 (+4 armor, +1 Dex, +12 natural, –2 
  size) 
  hp 168 [ 200 ] (16d8+96 [ +128 ]) 
  Fort +16 [ +18 ], Ref +6, Will +10 
  Defensive Abilities rock catching 
  Speed 50 ft. 
  Melee morningstar +22/+17/+12 [ +24/+19/+14 ] (4d6+18 [ +20 ]) 
  or 2 slams +22 [ +24 ] (2d6+12 [ +14 ]) 
  Ranged rock +12 (2d6+18 [ +20 ]) 
  Special Attacks rock throwing (140 ft.) 
  Spell-Like Abilities (CL 16th) 
  At will—levitate (self plus 2,000 lbs.), obscuring mist 
  1/day—fog cloud 
  Str 35 [ 39 ], Dex 13, Con 23 [ 27 ], Int 12, Wis 16, Cha 12 
  Base Atk +12; CMB +26 [ +28 ]; CMD 37 [ 39 ] 
  Feats Awesome Blow, Cleave, Great Cleave, Greater Bull Rush, 
  Greater Overrun, Intimidating Prowess, Iron Will, Power Attack 
  Skills Climb +19 [ +21 ], Craft (any one) +10, Diplomacy +9, 
  Intimidate +26 [ +28 ], Perception +17, Perform (string 
  instruments) +8 
  Languages Common, Giant 
  SQ oversized weapon 
  Special Abilities 
  Oversized Weapon (Ex) A cloud giant can wield Gargantuan weapons 
  without penalty. Most favor the use of immense morningstars. 
   
  Cloud giants' skin ranges in color from milky white to powder blue. 
  Adult males are about 18 feet tall and weigh around 5,000 pounds. 
  Females are slightly shorter and lighter. Cloud giants can live to be 
  400 years old, and dress in the finest clothing and jewelry available. 
   
  NOTES:_________________________________________________ 
   
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  Elemental, Air, Elder (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Huge outsider (air, elemental, extraplanar)  
  [ (augmented) ] 
  Init +15; Senses darkvision 60 ft.; Perception +19 
  AC 28, touch 20, flat-footed 16 (+11 Dex, +1 dodge, +8 natural, –2 
  size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +21, Will +7 
  Defensive Abilities air mastery; DR 10/—; Immune elemental traits 
  Speed fly 100 ft. (perfect) 
  Melee 2 slams +25 (2d8+9 [ +11 ]) 
  Special Attacks whirlwind (3/day, 10–60 ft. high, 2d8+9 [ +11 ] damage, 
  DC 27 [ 29 ]) 
  Str 28 [ 32 ], Dex 33, Con 18 [ 22 ], Int 10, Wis 11, Cha 11 
  Base Atk +16, CMB +27 [ +29 ]; CMD 49 [ 51 ] 
  Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Flyby Attack, 
  Improved InitiativeB, Iron Will, Mobility, Power Attack, Weapon FinesseB 
  Skills Acrobatics +30, Escape Artist +30, Fly +34, Knowledge (planes) 
  +19, Perception +19, Stealth +22 
  Languages Auran 
  Special Abilities 
  Air Mastery (Ex) Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental. 
  Whirlwind (Su) The air elemental can transform into a whirlwind and 
  remain in that form for up to 1 round for every 2 HD it has. It can 
  continue to fly while in whirlwind form. 
   
  The exact appearance of an air elemental can vary wildly between 
  individuals. One might be an animated vortex of wind and smoke, while 
  another might be a smoky bird-like creature with glowing eyes and wind for 
  wings. 
   
  An air elemental prefers to attack flying or otherwise airborne targets, not 
  only because its mastery over flight gives it a slight advantage, but also 
  because it detests the thought of having to touch the ground. An air 
  elemental can move underwater, and although it is an elemental and thus 
  runs no risk of drowning, it has no ranks in Swim and loses much of its 
  speed and mobility when underwater. 
   
  NOTES:_________________________________________________ 
  
  Elemental, Earth, Elder (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Huge outsider (earth, elemental, extraplanar)  
  [ (augmented) ] 
  Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +19 
  AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size) 
  hp 168 [ 200 ] (16d10+80 [ +112 ]) 
  Fort +15 [ +17 ], Ref +4, Will +10 
  Defensive Abilities earth mastery; DR 10/—; Immune elemental traits 
  Speed 20 ft., burrow 20 ft., earth glide 
  Melee 2 slams +26 [ +28 ] (2d10+12 [ +14 ]/19-20) 
  Special Attacks earth mastery 
  Str 34 [ 38 ], Dex 8, Con 21 [ 25 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +30 [ +32 ]; CMD 39 [ 41 ] 
  Feats Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, 
  Improved Bull RushB, Improved Critical (slam), Improved Overrun, 
  Improved Sunder, Power Attack 
  Skills Appraise +19, Climb +31 [ +33 ], Knowledge (dungeoneering) +19, 
  Knowledge (planes) +19, Perception +19, Stealth +10 
  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. If protected against fire 
  damage, it can even glide through lava. 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 [ 17 ] 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. 
    
  A Greater earth elemental is about 40 feet tall and weighs about 60,000 
  lbs. An earth elemental’s appearance can vary, although its statistics 
  remain identical to other elementals of its size. Most earth elementals look 
  like terrestrial animals made out of rock, earth, or even crystal, with 
  glowing gemstones for eyes. Bits of vegetation frequently grow in the soil 
  that makes up parts of an earth elemental's body. 
   
  NOTES:_________________________________________________ 
  Elemental, Fire, Elder (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, fire)  
  [ (augmented) ] 
  Init +13; Senses darkvision 60 ft.; Perception +19 
  AC 26, touch 18, flat-footed 16 (+9 Dex, +1 dodge, +8 natural, –2 size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +19, Will +7 
  Defensive Abilities DR 10/-; Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
  Speed 60 ft. 
  Melee 2 slams +23 (2d8+8 [ +10 ] plus burn) 
  Special Attacks burn (2d10, DC 22 [ 24 ]) 
  Str 26 [ 30 ], Dex 29, Con 18 [ 22 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +26 [ +28 ]; CMD 46 [ 48 ] 
  Feats Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, 
  Lightning Stance, Mobility, Spring Attack, Weapon FinesseB, Wind 
  Stance 
  Skills Acrobatics +28, Climb +27 [ +29 ], Escape Artist +28, Intimidate 
  +19, Knowledge (planes) +19, Perception +19 
  Languages Ignan 
  Special Abilities 
  Burn (Ex) DC 22 [ 24 ] Reflex save or catch fire, taking 1d8 damage for an 
  additional 1d8 rounds at the start of 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 save. Creatures that hit the fire elemental 
  with natural weapons or unarmed attacks take fire damage as though 
  hit by the elemental and must make a Reflex save to avoid catching on 
  fire. 
   
  A fire elemental cannot enter water or any other nonflammable liquid. A 
  body of water is an impassible barrier unless the fire elemental can step or 
  jump over it or the water is covered with a flammable material (such as a 
  layer of oil). 
   
  Fire elementals usually manifest as coiling serpentine forms made of smoke 
  and flame, but some take on shapes more akin to humans, demons, or 
  other monsters in order to increase the terror of their sudden appearance. 
  Features on a fire elemental's body are made by darker bits of flame or 
  patches of semi-stable smoke, ash, and cinders. 
   
  NOTES:_________________________________________________ 
  Elemental, Water, Elder (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Huge outsider (elemental, extraplanar, water)  
  [ (augmented) ] 
  Init +6; Senses darkvision 60 ft.; Perception +19 
  AC 24, touch 15, flat-footed 17 (+6 Dex, +1 dodge, +9 natural, –2 size) 
  hp 152 [ 184 ] (16d10+64 [ +96 ]) 
  Fort +14 [ +16 ], Ref +18, Will +5 
  Defensive Abilities DR 10/-; Immune elemental traits 
  Speed 20 ft., swim 90 ft. 
  Melee 2 slams +24 [ +26 ] (2d10+10 [ +12 ]/19-20) 
  Special Attacks drench, vortex (DC 28 [ 30 ]), water mastery 
  Str 30 [ 34 ], Dex 22, Con 19 [ 23 ], Int 10, Wis 11, Cha 11 
  Base Atk +16; CMB +28 [ +30 ]; CMD 45 [ 47 ] 
  Feats Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Critical 
  (slam), Improved Sunder, Lightning Reflexes, Power Attack 
  Skills Acrobatics +25, Escape Artist +25, Knowledge (planes) +19, 
  Perception +19, Stealth +17, Swim +37 [ +39 ] 
  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 (CL 16th). 
  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. 
   
  Water elementals are made of living fresh or salt water. They prefer to hide 
  or drag their opponents into the water to gain an advantage. Most water 
  elementals appear as wave-like creatures with vaguely humanoid faces and 
  smaller wave ―arms‖ to either side.  
   
  NOTES:_________________________________________________ 
   
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  Purple Worm (Summon Nature’s Ally VIII) 
  (Caster’s Alignment) Gargantuan magical beast [ (augmented) ] 
  Init –2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception 
  +18 
  AC 26, touch 4, flat-footed 26 (–2 Dex, +22 natural, –4 size) 
  hp 200 [ 232 ] (16d10+112 [ +144 ]) 
  Fort +17 [ +19 ], Ref +8, Will +4 
  Speed 20 ft., burrow 20 ft., swim 10 ft. 
  Melee bite +25 [ +27 ] (4d8+12 [ +14 ]/19–20 plus grab), sting +25 
  [ +27 ] (2d8+12 [ +14 ] plus poison) 
  Special Attacks swallow whole (4d8+18 [ +20 ] bludgeoning 
  damage, AC 21, 20 hp) 
  Str 35 [ 39 ], Dex 6, Con 25 [ 29 ], Int 1, Wis 8, Cha 8 
  Base Atk +16; CMB +32 [ +34 ] (+36 [ +38 ] grapple); CMD 40  
  [ 42 ] (can't be tripped) 
  Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved 
  Critical (bite), Power Attack, Staggering Critical, Weapon Focus 
  (bite, sting) 
  Skills Perception +18, Swim +20 [ +22 ] 
  Special Abilities 
  Poison (Ex) Sting—injury; save Fort DC 25 [ 27 ]; frequency 1/round 
  for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive 
  saves. The save DC is Constitution-based. 
   
  Purple worms are giant scavengers that inhabit the deepest regions of 
  the world, consuming any organic material that they encounter. They 
  are notorious for swallowing their prey whole. It is not uncommon to 
  hear of a group of adventurers vanishing down the ravenous maw of a 
  purple worm, screaming as they disappear one by one. 
   
  NOTES:_________________________________________________ 
   
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  Pixie (Summon Nature’s Ally IX) 
  (Caster’s Alignment) Small fey [ (augmented) ] 
  Init +5; Senses low-light vision; Perception +9 
  AC 18, touch 17, flat-footed 12 (+5 Dex, +1 dodge, +1 natural, +1 
  size) 
  hp 18 [ 26 ] (4d6+4 [ 12 ]) 
  Fort +2 [ +4 ], Ref +9, Will +6 
  Defensive Abilities invisibility; DR 10/cold iron; SR 15 
  Speed 20 ft., fly 60 ft. (good) 
  Melee short sword +8 (1d4–2 [ +0 ]/19–20) 
  Ranged longbow +8 (1d6–2 [ +0 ]/×3) 
  Special Attacks special arrows 
  Spell-Like Abilities (CL 8th) 
  Constant—detect chaos, detect evil, detect good, detect law 
  1/day—dancing lights, detect thoughts (DC 15), dispel magic,  
  entangle (DC 14), irresistible dance (DC 19), lesser confusion  
  (DC 14), permanent image (DC 19; visual and auditory  
  elements only), shield 
  Str 7 [ 11 ], Dex 21, Con 12 [ 16 ], Int 16, Wis 15, Cha 16 
  Base Atk +2; CMB –1 [ +1 ]; CMD 15 [ 17 ] 
  Feats Dodge, Weapon Finesse 
  Skills Acrobatics +12, Bluff +10, Escape Artist +12, Fly +18, 
  Knowledge (nature) +10, Perception +9, Sense Motive +9, Stealth 
  +16, Use Magic Device +10 
  Languages Common, Sylvan 
  Special Abilities 
  Invisibility (Su) A pixie remains invisible even when it attacks. This 
  ability is constant, but the pixie can suppress or resume it as a free 
  action. 
  Special Arrows (Su) A pixie can change an arrow's properties by 
  sprinkling it with magical pixie dust. Doing so is a free action. A 
  pixie can generate 16 uses per day. Once pixie dust is applied to 
  an arrow, the chosen effect persists for only 1 round. An arrow 
  altered in this way does not inflict damage when it hits—it only 
  causes its new effect. Save DCs are Charisma-based. 
   
  (Continued on next card) 
  Pixie (Summon Nature’s Ally IX) - Continued 
   
  Charm: The target must succeed on a DC 15 Will save or be affected 
  as though by a charm monster spell for 10 minutes. 
  Memory Loss: The target must succeed on a DC 15 Will save or be 
  affected by a modify memory spell (this effect can only eliminate 
  the previous 5 minutes of memory—a pixie typically uses this 
  ability to make the target forget it encountered the pixie so it won't 
  chase the pixie when he flees). 
  Sleep: The target must succeed on a DC 15 Will save or fall asleep for 
  5 minutes. 
   
  NOTES:_________________________________________________ 
   
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  Storm Giant (Summon Nature’s Ally IX) 
  (Caster’s Alignment) Huge humanoid (giant) [ (augmented) ] 
  Init +2; Senses low-light vision; Perception +27 
  AC 28, touch 10, flat-footed 26 (+6 armor, +2 Dex, +12 natural, –2 
  size) 
  hp 199 [ 237 ] (19d8+114 [ +152 ]) 
  Fort +17 [ +19 ], Ref +8, Will +13 
  Defensive Abilities rock catching; Immune electricity 
  Speed 50 ft., swim 40 ft. (35 ft., swim 30 ft. in armor) 
  Melee masterwork greatsword +27/+22/+17 [ +29/+24/+19 ] 
  (4d6+21 [ +23 ]/17–20) or 2 slams +26 [ +28 ] (2d6+14 [ +16 ]) 
  Ranged mwk composite longbow +15/+10/+5 (3d6+14 [ +16 ]/×3) 
  Spell-Like Abilities (CL 15th) 
  Constant—freedom of movement 
  2/day—control weather, levitate 
  1/day—call lightning (DC 15), chain lightning (DC 18) 
  Str 39 [ 43 ], Dex 14, Con 23 [ 27 ], Int 16, Wis 20, Cha 15 
  Base Atk +14; CMB +30 [ +32 ]; CMD 42 [ 44 ] 
  Feats Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, 
  Improved Critical (greatsword), Improved Sunder, Improved Vital 
  Strike, Iron Will, Power Attack, Vital Strike 
  Skills Acrobatics +18, Climb +17 [ +19 ], Craft (any one) +13, 
  Intimidate +20, Perception +27, Perform (sing) +12, Sense Motive 
  +24, Swim +22 [ +24 ] 
  Languages Auran, Common, Draconic, Giant 
  SQ militant, water breathing 
  Special Abilities 
  Militant (Ex) Storm giants are proficient with all simple and all martial 
  weapons. 
  Water Breathing (Ex) Storm giants can breathe water as well as air. 
   
  Storm giants tend toward tanned complexions, though some rare 
  specimens have violet skin, deep violet or blue-black hair, and silvery 
  gray or purple eyes. Such violet coloration is considered to be good 
  luck among storm giants, and those possessing it tend to become 
  leaders among their kind. Adults are typically 21 feet tall and weigh 
  12,000 pounds. Storm giants can live to be 600 years old. 
   
  NOTES:_________________________________________________ 
  Blank Card 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  36 
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  Open Game License v1.0a. © 2000, Wizards of the Coast, Inc. 
  System Reference Document. © 2000. Wizards of the Coast, Inc; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson. 
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams 
  The Book of Experimental Might. ©2008, Monte J. Cook. All rights 
  reserved. 
  Tome of Horrors. © 2002, Necromancer Games, Inc; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams. 
  Basidirond from the Tome of Horrors. © 2002, Necromancer Games, 
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  Crystal Ooze from the Tome of Horrors. © 2002, Necromancer Games, 
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  Dracolisk from the Tome of Horrors. © 2002, Necromancer Games, 
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  Inc.; Author Scott Greene. 
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, 
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  Marid from the Tome of Horrors III. © 2005, Necromancer Games, 
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  Mite from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
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  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Authors Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Albie  
  Fiore. 
  Yellow Musk Zombie from the Tome of Horrors. © 2002, 
  Necromancer Games, Inc.; Author Scott Greene, based on original material 
  by Albie  
  Fiore. 
  Yeti from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax. 
  Pathfinder Roleplaying Game: Bonus Bestiary. © 2009, Paizo 
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  Tome of Horrors, Revised Edition. © 2005, Necromancer Games, Inc.; 
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  Christofferson, Lance Hawvermale, Travis  Hawvermale, Patrick Lawinger, Bill 
  Webb; Based on original content from TSR. 
  Player’s Aid II: Monster Summoning Cards. © 2010, 4 Winds Fantasy 
  Gaming; Authors Connie J. Thomson and Robert W. Thomson. 
  Player’s Aid III: Nature’s Ally Summoning Cards. © 2010, 4 Winds 
  Fantasy Gaming; Authors Connie J. Thomson and Robert W. Thomson. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/4 Winds/Player's Aid 3 - Nature's Ally Summoning Cards.pdf