Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.

The allowed monsters for the summon monster I spell from the Core Rules are listed below. In all cases, they are pre-templated for the DM or player's convenience. [Bracketed blue figures] define the changes to be made when these creatures are summoned by a spellcaster who has the Augment Summoning feat.

Of special note in the summon monster I list is the celestial giant fire beetle, which emits light in a 10 ft. radius, making it especially useful in subterranean or nocturnal fighting. The fire beetle's illumination isn't called out explicitly as a special quality in the creature's stat block; rather it is part of the monster's descriptive text. This makes it easy to miss a potentially crucial benefit of summoning a particular creature.

Also, note that according to the Core Rules, any conjuration (summoning) spell that is used to call a creature with the Air, Chaotic, Good, Earth, Evil, Fire, Lawful, or Water descriptor also gains that descriptor. This does NOT mean that it is an evil act to summon (for example) a fiendish dire rat using summon monster I. In fact, the fiendish template doesn't confer the Evil subtype, and because summon monster I is only capable (under the Core Rules) of summoning fiendish and celestial creatures that also lack any elemental descriptors, it is always alignment-neutral. This means that a good-aligned cleric who worships a good-aligned deity can summon fiendish creatures! That state of affairs changes for higher-level spells in the summon monster chain, which allow the caster to summon creatures that do have these descriptors.

Finally, keep in mind that creatures with the celestial and fiendish templates have an Int score of at least 3. Per the Core Rules, this means that they understand (but don't necessarily speak) at least one language. By default, that language is Common, but many DMs house-rule that celestial creatures speak Celestial, and fiendish creatures speak Abyssal or Infernal. If you can communicate with a summoned creature, it obeys your directions, allowing you to impose tactics on its activity in combat as well as put it to work at various utility tasks.

Celestial Dog

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp) [1d8+4 (8 hp)]
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-3 [+0/-1]
Attack: Bite +2 melee (1d4+1) [Bite +4 melee (1d4+3)]
Full Attack: Bite +2 melee (1d4+1) [Bite +4 melee (1d4+3)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5 and electricity 5, scent, spell resistance 6
Saves: Fort +4 [Fort +6], Ref +5, Will +1
Abilities: Str 13 [Str 17], Dex 17, Con 15 [Con 19], Int 3, Wis 12, Cha 6
Skills: Jump +7 [Jump +9], Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
Environment: Any good-aligned plane
Organization: Solitary or pack (5-12)
Challenge Rating: 1/3
Alignment: Always lawful good
Advancement: --
Level Adjustment: --

These celestial creatures are commonly summoned by the summon monster I spell.

Combat

Smite Evil (Su): Once per day, a celestial dog can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Skills: Celestial dogs have a +4 racial bonus on Jump checks. *Celestial dogs have a +4 racial bonus on Survival checks when tracking by scent.


Celestial Owl

Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-11 [+0/-9]
Attack: Talons +5 melee (1d4-3) [Talons +5 melee (1d4-1)]
Full Attack: Talons +5 melee (1d4-3) [Talons +5 melee (1d4-1)]
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5 and electricity 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +5, Will +2
Abilities: Str 4 [Str 8], Dex 17, Con 10 [Con 14], Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon FinesseB
Environment: Any good-aligned plane
Organization: Solitary
Challenge Rating: 1/4
Alignment: Always lawful good
Advancement: --
Level Adjustment: --

These celestial creatures are commonly summoned by the summon monster I spell.

Combat

Smite Evil (Su): Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Skills: Celestial owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


Celestial Giant Fire Beetle

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-4 [+0/-2]
Attack: Bite +1 melee (2d4) [Bite +3 melee (2d4+2)]
Full Attack: Bite +1 melee (2d4) [Bite +3 melee (2d4+2)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5 and electricity 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +0, Will +0
Abilities: Str 10 [Str 14], Dex 11, Con 11 [Con 15], Int 3, Wis 10, Cha 7
Skills: --
Feats: --
Environment: Any good-aligned plane
Organization: Cluster (2-5) or colony (6-11)
Challenge Rating: 1/3
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: --

These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Celestial giant fire beetles are about 2 feet long.

These celestial creatures are commonly summoned by the summon monster I spell.

Combat

Smite Evil (Su): Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.


Celestial Porpoise

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8+2 (11 hp) [2d8+6 (15 hp)]
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1 [+1/+3]
Attack: Slam +4 melee (2d4) [Slam +6 melee (2d4+2)]
Full Attack: Slam +4 melee (2d4) [Slam +6 melee (2d4+2)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Blindsight 120 ft., darkvision 60 ft., hold breath, low-light vision, resistance to acid 5, cold 5 and electricity 5, spell resistance 7
Saves: Fort +4 [Fort +6], Ref +6, Will +1
Abilities: Str 11 [Str 15], Dex 17, Con 13 [Con 17], Int 3, Wis 12, Cha 6
Skills: Listen +8, Spot +7, Swim +8
Feats: Weapon Finesse
Environment: Any good-aligned plane
Organization: Solitary, pair or school (3-20)
Challenge Rating: 1/3
Alignment: Always neutral good
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: --

These celestial creatures are commonly summoned by the summon monster I spell. They may only be summoned into aquatic or watery environments.

Combat

Blindsight (Ex): Celestial porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A celestial porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Smite Evil (Su): Once per day a celestial porpoise can make a normal melee attack to deal 2 points of extra damage against an evil foe.

Skills: A celestial porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A celestial porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.


Celestial Badger

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp) [1d8+4 (8 hp)]
Initiative: +3
Speed: 30 ft. (6 squares), burrow 10 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-5 [+0/-3]
Attack: Claw +4 melee (1d2-1) [Claw +4 melee (1d2+1)]
Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1) [2 claws +4 melee (1d2+1) and bite -1 melee (1d3+1)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5 and electricity 5, scent, spell resistance 6
Saves: Fort +4 [Fort +6], Ref +5, Will +1
Abilities: Str 8 [Str 12], Dex 17, Con 15 [Con 19], Int 3, Wis 12, Cha 6
Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
Feats: Alertness, TrackB, Weapon FinesseB
Environment: Any good-aligned plane
Organization: Solitary, pair, or cete (3-5)
Challenge Rating: 1/2
Alignment: Always chaotic good
Advancement: 2 HD (Small)
Level Adjustment: --

These celestial creatures are commonly summoned by the summon monster I spell.

Combat

Rage (Ex): A celestial badger that takes damage in combat flies into a berserk 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 Armor Class. The creature cannot end its rage voluntarily.

When raging, a celestial badger's attacks deal 2 points more damage than noted above. It gains 2 hit points per Hit Die, but these hit points go away when its rage ends and its Constitution score drops back to normal (they are not lost first the way temporary hit points are).

Smite Evil (Su): Once per day a celestial badger can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Skills: A celestial badger has a +4 racial bonus on Escape Artist checks.


Celestial Monkey

Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12 [+0/-10]
Attack: Bite +4 melee (1d3-4) [bite +4 melee (1d3-2)]
Full Attack: Bite +4 melee (1d3-4) [bite +4 melee (1d3-2)]
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5 and electricity 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +4, Will +1
Abilities: Str 3 [Str 7], Dex 15, Con 10 [Con 14], Int 3, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats: Alertness, Weapon FinesseB
Environment: Any good-aligned plane
Organization: Troop (10-40)
Challenge Rating: 1/6
Alignment: Always chaotic good
Advancement: 2-3 HD (Small)
Level Adjustment: --

These celestial creatures are commonly summoned by the summon monster I spell.

Combat

Smite Evil (Su): Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe.

Skills: Celestial monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.


Fiendish Dire Rat

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+1 (5 hp) [1d8+3 (7 hp)]
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4 [+0/-2]
Attack: Bite +4 melee (1d4 plus disease) [Bite +4 melee (1d4+2 plus disease)]
Full Attack: Bite +4 melee (1d4 plus disease) [Bite +4 melee (1d4+2 plus disease)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, smite good
Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, scent, spell resistance 6
Saves: Fort +3 [Fort +5], Ref +5, Will +3
Abilities: Str 10 [Str 14], Dex 17, Con 12 [Con 16], Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or pack (11-20)
Challenge Rating: 1/3
Alignment: Always lawful evil
Advancement: 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: --

These fiendish creatures are commonly summoned by the summon monster I spell.

Combat

Disease (Ex): Filth fever--bite, Fortitude DC 11 [Fortitude DC 13], incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish dire rat can make a normal melee attack to deal 1 point of extra damage against a good foe.

Skills: Fiendish dire rats have a +8 racial bonus on Swim checks. Fiendish dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.


Fiendish Raven

Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1/4 d8 (1 hp) [1/4 d8+2 (3 hp)]
Initiative: +2
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 14 (+2 size, +2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +0/-13 [+0/-11]
Attack: Claws +4 melee (1d2-5) [Claws +4 melee (1d2-3)]
Full Attack: Claws +4 melee (1d2-5) [Claws +4 melee (1d2-3)]
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: Smite good
Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +4, Will +2
Abilities: Str 1 [Str 3], Dex 15, Con 10 [Con 14], Int 3, Wis 14, Cha 6
Skills: Listen +5, Spot +7
Feats: Alertness, Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 1/6
Alignment: Always lawful evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by the summon monster I spell.

Combat

Smite Good (Su): Once per day a fiendish raven can make a normal melee attack to deal 1 point of extra damage against a good foe.


Fiendish Monstrous Centipede, Medium

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +0/-1 [+0/+1]
Attack: Bite +2 melee (1d4 plus poison) [Bite +2 melee (1d4+1 plus poison)]
Full Attack: Bite +2 melee (1d4 plus poison) [Bite +2 melee (1d4+1 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +2, Will +0
Abilities: Str 9 [Str 13], Dex 15, Con 10 [Con 14], Int 3, Wis 10, Cha 2
Skills: Climb +10, Hide +10, Spot +4
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or colony (2-5)
Challenge Rating: 1/2
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Smite Good (Su): Once per day a fiendish monstrous centipede can make a normal melee attack to deal 1 point of extra damage against a good foe.

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d3 Dex, secondary damage 1d3 Dex. The save DC is Constitution-based.

Skills: Fiendish monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Fiendish monstrous centipedes can take 10 on Climb checks, even if threatened or distracted.


Fiendish Monstrous Scorpion, Small

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp) [1d8+4 (8 hp)]
Initiative: +0
Speed: 30 ft. (8 squares)
Armor Class: 14 (+1 size, +3 natural), touch 14, flat-footed 11
Base Attack/Grapple: +0/-4 [+0/-3]
Attack: Claw +1 melee (1d3-1) [Claw +2 melee (1d3+1)]
Full Attack: 2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison) [2 claws +2 melee (1d3+1) and sting -3 melee (1d3+1 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Construct 1d3-1, improved grab, poison, smite good
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6, tremorsense 60 ft.
Saves: Fort +4 [Fort +6], Ref +0, Will +0
Abilities: Str 9 [Str 13], Dex 10, Con 14 [Con 18], Int 3, Wis 10, Cha 2
Skills: Climb +3 [Climb +5], Hide +8, Spot +4
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Colony (2-5) or swarm (6-11)
Challenge Rating: 1/2
Alignment: Always neutral evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Constrict (Ex): A fiendish monstrous scorpion deals automatic claw damage on a successful grapple check.

Improved Grab (Ex): To use this ability, a fiendish monstrous scorpion must hit with a claw attack. A fiendish monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d2 Con, secondary damage 1d2 Con. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish monstrous scorpion can make a normal melee attack to deal 1 point of extra damage against a good foe.

Skills: A fiendish monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

Tremorsense (Ex): A fiendish monstrous scorpion can detect and pinpoint any creature or object within 60 feet in contact with the ground.


Fiendish Hawk

Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-10 [+0/-8]
Attack: Talons +5 melee (1d4-2) [Talons +5 melee (1d4)]
Full Attack: Talons +5 melee (1d4-2) [Talons +5 melee (1d4)]
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite good
Special Qualities: Darkvision 60 ft., low-light vision, resistance to cold 5 and fire 5, spell resistance 6
Saves: Fort +2 [Fort +4], Ref +5, Will +2
Abilities: Str 6 [Str 10], Dex 17, Con 10 [Con 14], Int 3, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or pair
Challenge Rating: 1/3
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Smite Good (Su): Once per day a fiendish hawk can make a normal melee attack to deal 1 point of extra damage against a good foe.


Fiendish Monstrous Web-Spinning Spider, Small

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 natural), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6 [+0/-4]
Attack: Bite +4 melee (1d4-2 plus poison) [Bite +4 melee (1d4 plus poison)]
Full Attack: Bite +4 melee (1d4-2 plus poison) [Bite +4 melee (1d4 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good, web
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6, tremorsense 60 ft.
Saves: Fort +2 [Fort +4], Ref +3, Will +0
Abilities: Str 7 [Str 13], Dex 17, Con 10 [Con 14], Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +11*, Jump -2, Move Silently +3*, Spot +4
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Colony (2-5) or swarm (6-11)
Challenge Rating: 1/2
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d3 Str, secondary damage 1d3 Str. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish monstrous spider can make a normal melee attack to deal 1 point of extra damage against a good foe.

Web (Ex): Fiendish monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Medium size. An entangled creature can escape with a successful Escape Artist check (DC 10) [Escape Artist check (DC 12)] or burst it with a Strength check (DC 14) [Strength check (DC 16)]. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 2 hit points, and sheet webs have damage reduction 5/--.

A fiendish monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

*Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.

Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.


Fiendish Monstrous Hunting Spider, Small

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 14 (+1 size, +3 natural), touch 14, flat-footed 11
Base Attack/Grapple: +0/-6 [+0/-4]
Attack: Bite +4 melee (1d4-2 plus poison) [Bite +4 melee (1d4 plus poison)]
Full Attack: Bite +4 melee (1d4-2 plus poison) [Bite +4 melee (1d4 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good, web
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, spell resistance 6, tremorsense 60 ft.
Saves: Fort +2 [Fort +4], Ref +3, Will +0
Abilities: Str 7 [Str 13], Dex 17, Con 10 [Con 14], Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +11, Jump +8 [Jump +10], Spot +8
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Colony (2-5) or swarm (6-11)
Challenge Rating: 1/2
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d3 Str, secondary damage 1d3 Str. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish monstrous spider can make a normal melee attack to deal 1 point of extra damage against a good foe.

Web (Ex): Fiendish monstrous hunting spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Skills: Fiendish monstrous spiders have a +4 racial bonus on Hide checks and a +8 racial bonus on Climb checks. A fiendish monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Fiendish monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks.

Tremorsense (Ex): A fiendish monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground.


Fiendish Octopus

Size/Type: Small Magical Beast (Aquatic, Extraplanar)
Hit Dice: 2d8 (9 hp) [2d8+4 (13 hp)]
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) [Arms +5 melee (0) and bite +0 melee (1d3+1)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, smite good
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, resistance to cold 5 and fire 5, spell resistance 7
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12 [Str 16], Dex 17, Con 11 [Con 15], Int 3, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Alignment: Always chaotic evil
Advancement: 3-6 HD (Medium)
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell. They may only be summoned into aquatic or watery environments.

Combat

Improved Grab (Ex): To use this ability, a fiendish octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. A fiendish octopus uses its Strength modifier or its Dexterity modifier for grapple checks, whichever is higher.

Ink Cloud (Ex): A fiendish octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the fiendish octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A fiendish 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, but does not provoke attacks of opportunity while jetting.

Smite Good (Su): Once per day a fiendish octopus can make a normal melee attack to deal 2 points of extra damage against a good foe.

Skills: A fiendish octopus can change colors, giving it a +4 racial bonus on Hide checks. A fiendish octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A fiendish octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Fiendish Viper, Small

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-6 [+0/-4]
Attack: Bite +4 melee (1d2-2 plus poison) [Bite +4 melee (1d2 plus poison)]
Full Attack: Bite +4 melee (1d2-2 plus poison) [Bite +4 melee (1d2 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good
Special Qualities: Darkvision 60 ft., resistance to cold 5 and fire 5, scent spell resistance 6
Saves: Fort +3 [Fort +5], Ref +6, Will +1
Abilities: Str 6 [Str 10], Dex 17, Con 11 [Con 15], Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Improved Initiative, Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Alignment: Always chaotic evil
Advancement: --
Level Adjustment: --

These fiendish creatures are commonly summoned by a summon monster I spell.

Combat

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish viper can make a normal melee attack to deal 1 point of extra damage against a good foe.

Skills: Fiendish vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A fiendish viper can always choose to take 10 on a Climb check, even if rushed or threatened. Fiendish vipers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A fiendish viper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.