Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution. The celestial riding dog, shown below, is a relatively straightforward example: the most important changes are that its melee attack and damage bonuses, two skills, its Fortitude save, and its hit points all improve. But if you're summoning the fiendish monstrous spiders shown below (and you should; they're extremely versatile), you also have to work out how Augment Summoning improves its poison and web attacks. Even for the relatively simplistic monsters listed for summon monster II, it's a bit of a chore, and it's not convenient to do it when you're in the middle of a game.

The stat blocks below are valid for the Core Rules for Dungeons and Dragons v. 3.5. Text enclosed in [blue brackets] represents values that change based on Augment Summoning.

As remarked in the previous selection for summon monster I, the majority of the summonable creatures listed possess the celestial or fiendish templates, which raise their Intelligence scores to 3. Since creatures with Int 3 speak (or at least understand) at least one language, and since neither template specifies what language these creatures speak, the default is that they speak Common, which is extremely convenient for most Player Characters. But Dungeon Masters often house-rule that celestial creatures speak Celestial, and fiendish creatures speak either Infernal or Abyssal. So you should check with your DM.

On a related note, the celestial and fiendish templates reflect (in most D&D games) creatures that live in good-aligned or evil-aligned planes, respectively, rather than in the mortal world. But they do not confer the Good or Evil subtypes on creatures to which they're applied, which is important because summon spells have the Air, Chaos, Earth, Evil, Fire, Good, Lawful and Water descriptors if those descriptors are possessed by the creatures they summon. A cleric or other divine spellcaster of an evil god (or an evil cleric or similar spellcaster dedicated to a neutral god) cannot summon creatures with the Good descriptor. No such restriction applies to arcane spellcasters. By the Core Rules, casting a spell with the Evil descriptor is not an evil act . . . but again, many Dungeon Masters house-rule otherwise, and you should make sure to communicate clearly with your DM so that you are both operating from the same understanding of how the rules will be applied.

This is an especially prominent consideration for summon monster II because it is the first spell in the summon monster chain to introduce a creature that does have alignment subtypes: the Lemure is a devil, and as such it has both the Evil and the Lawful subtypes. It's also an especially attractive option when the spell first becomes available, because although its hit point total is a little puny, it has damage reduction 5/good or silver. To a 3rd- or 4th-level spellcaster, this is nothing to sneeze at, allowing the lemure to serve as a durable front-line fighter.

Most of the other standouts on this list are evil-tinged creatures: the fiendish wolf is easily the best pure melee option, and the monstrous spiders offer webs and poison. Flight is a good-tinged monopoly with the celestial bee and the celestial eagle. Of the two, the eagle is better at simple melee combat. The celestial bee is only good for a single successful attack; its stinger, like a real-life honeybee's, remains in the wound, killing the bee. But on the bright side, it's poisonous! And the poison deals Constitution damage, which is nasty because it lowers the victim's maximum hit points as well as his Fortitude save!


Celestial Giant Bee

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 3d8 (13 hp) [3d8+6 (19 hp)]
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+2 [+2/+4]
Attack: Sting +2 melee (1d4 plus poison) [Sting +4 melee (1d4+2 plus poison)]
Full Attack: Sting +2 melee (1d4 plus poison) [Sting +4 melee (1d4+2 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite evil 1/day
Special Qualities: Darkvision 60 ft., resistance to acid, cold and electricity 5, spell resistance 8, vermin traits
Saves: Fort +3 [Fort +5], Ref +3, Will +2
Abilities: Str 11 [Str 15], Dex 14, Con 11 [Con 15], Int 3, Wis 12, Cha 9
Skills: Spot +5, Survival +1
Feats:
Environment: Any good-aligned plane
Organization: Solitary, buzz (1d4+1), or hive (1d10+10)
Challenge Rating: 1
Treasure: No coins; ¼ goods (honey only); no items
Alignment: Always good (any)
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment:

Although many times larger, growing to a length of about 5 feet, celestial giant bees behave generally the same as their smaller cousins. Celestial giant bees are usually not aggressive except when defending themselves or their hive.

Combat

Poison (Ex): Injury, Fortitude DC 11 [DC 13], initial and secondary damage 1d4 Con. The save DC is Constitution-based. A celestial giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.

Smite Evil (Su): Once per day a celestial giant bee can make a normal melee attack to deal 3 extra damage against an evil foe.

Skills: Celestial giant bees have a +4 racial bonus on Spot checks. They also have a +4 racial bonus on Survival checks to orient themselves.


Giant Bombardier Beetle

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+4 (13 hp) [2d8+8 (17 hp)]
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+2 [+1/+4]
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: Acid spray, smite evil
Special Qualities: Darkvision 60 ft., resistance to acid, cold and electricity 5, spell resistance 7, vermin traits
Saves: Fort +5 [Fort +7], Ref +0, Will +0
Abilities: Str 13 [Str 17], Dex 10, Con 14 [Con 18], Int 3, Wis 10, Cha 9
Skills:
Feats:
Environment: Any good-aligned plane
Organization: Cluster (1d4+1) or click (1d6+5)
Challenge Rating: 2
Treasure: None
Alignment: Always good (any)
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment:

These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A celestial giant bombardier beetle is about 6 feet long. Celestial giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.

Combat

Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 [DC 15] Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

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


Celestial Riding Dog

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+4 (13 hp) [2d8+8 (17 hp)]
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3 [+1/+5]
Attack: Bite +3 melee (1d6+3) [Bite +5 melee (1d6+6)]
Full Attack: Bite +3 melee (1d6+3) [Bite +5 melee (1d6+6)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid, cold and electricity 5, scent, spell resistance 7
Saves: Fort +5 [Fort +7], Ref +5, Will +1
Abilities: Str 15 [Str 19], Dex 15, Con 15 [Con 19], Int 2, Wis 12, Cha 6
Skills: Jump +8 [Jump +10], Listen +5, Spot +5, Swim +3 [Swim +5], Survival +1
Feats: Alertness, TrackB
Environment: Any good-aligned plane
Organization: Solitary or pack (1d8+4)
Challenge Rating: 1
Treasure: None
Alignment: Always good (any)
Advancement:
Level Adjustment:

This category includes working breeds such as collies, huskies, and St. Bernards.

Carrying Capacity: A light load for a celestial riding dog is up to 100 pounds [175 pounds]; a medium load, 101-200 pounds [176-350 pounds]; and a heavy load, 201-300 pounds [351-525 pounds]. A celestial riding dog can drag 1,500 pounds [2,625 pounds].

Combat

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

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


Celestial Eagle

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+1 [1d8+3] (5 hp [7 hp])
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4 [+0/-2]
Attack: Talons +3 melee (1d4 [1d4+2])
Full Attack: 2 talons +3 melee (1d4 [1d4+2]) and bite -2 melee (1d4 [1d4+1])
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite evil
Special Qualities: Darkvision 60 ft., low-light vision, resistance 5 to acid, cold and fire, spell resistance 6
Saves: Fort +3 [+5], Ref +4, Will +2
Abilities: Str 10 [14], Dex 15, Con 12 [16], Int 3, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Any good-aligned plane
Organization: Solitary or pair
Challenge Rating: ½
Treasure: None
Alignment: Always good (any)
Advancement: 2-3 HD (Medium)
Level Adjustment:

A typical celestial eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.

Combat

Celestial eagles dive at prey, raking with their powerful talons.

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

Skills: Celestial eagles have a +8 racial bonus on Spot checks.


Lemure

Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 2d8 [2d8+4] (9 hp [13 hp])
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +2/+2 [+2/+4]
Attack: Claw +2 [+4] melee (1d4 [1d4+2])
Full Attack: 2 claws +2 [+4] melee (1d4 [1d4+2])
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, see in darkness
Saves: Fort +3 [+5], Ref +3, Will +3
Abilities: Str 10 [14], Dex 10, Con 10 [14], Int —, Wis 11, Cha 5
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, gang (1d3+2), swarm (1d10+5), or mob (10d4)
Challenge Rating: 1
Treasure: None
Alignment: Always lawful evil
Advancement: 3-6 HD (Medium)
Level Adjustment:

A lemure is about 5 feet tall and weighs about 100 pounds.

Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.

Combat

Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.

A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).


Fiendish Squid

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8 [3d8+6] (13 hp [19 hp])
Initiative: +3
Speed: Swim 60 ft. (12 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+8 [+2/+10]
Attack: Arms +4 [+6] melee (0)
Full Attack: Arms +4 [+6] melee (0) and bite -1 [+1] melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, smite good
Special Qualities: Darkvision 60 ft., ink cloud, jet, low-light vision, resistance 5 to cold and fire, spell resistance 8
Saves: Fort +3 [+5], Ref +6, Will +2
Abilities: Str 14 [18], Dex 17, Con 11 [15], Int 3, Wis 12, Cha 2
Skills: Listen +7, Spot +7, Swim +10 [+12]
Feats: Alertness, Endurance
Environment: Any evil-aligned plane
Organization: Solitary or school (1d6+5)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4-6 HD (Medium); 7-11 HD (Large)
Level Adjustment:

These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.

Combat

Improved Grab (Ex): To use this ability, a fiendish squid 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 squid has a +4 racial bonus on grapple checks.

Ink Cloud (Ex): A fiendish squid 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 squid normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): A fiendish squid can jet backward once per round as a full-round action, at a speed of 240 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 squid can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: A fiendish squid 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 Wolf

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+4 [2d8+8] (13 hp [17 hp])
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2 [+1/+4]
Attack: Bite +3 [+5] melee (1d6+1 [1d6+3])
Full Attack: Bite +3 [+5] melee (1d6+1 [1d6+3])
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good, trip
Special Qualities: Darkvision 60 ft., low-light vision, resistance 5 to cold and fire, scent, spell resistance 7
Saves: Fort +5 [+7], Ref +5, Will +1
Abilities: Str 13 [17], Dex 15, Con 15 [19], Int 3, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
Feats: TrackB, Weapon Focus (bite)
Environment: Any evil-aligned plane
Organization: Solitary, pair, or pack (1d10+6)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment:

Fiendish wolves are pack hunters known for their persistence and cunning.

Combat

A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

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

Trip (Ex): A fiendish wolf that hits with a bite attack can attempt to trip the opponent (+1 [+3] check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the fiendish wolf.

Skills: Fiendish wolves have a +4 racial bonus on Survival checks when tracking by scent.


Fiendish Monstrous Centipede, Large

Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 3d8 [3d8+6] (13 hp [19 hp])
Initiative: +2
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+7 [+2/+9]
Attack: Bite +3 [+5] melee (1d8+1 [1d8+4] plus poison)
Full Attack: Bite +3 [+5] melee (1d8+1 [1d8+4] plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, smite good
Special Qualities: Darkvision 60 ft., resistance 5 to cold and fire, spell resistance 8, vermin traits
Saves: Fort +3 [+5], Ref +3, Will +1
Abilities: Str 13 [17], Dex 15, Con 10 [14], Int 3, Wis 10, Cha 2
Skills: Climb +10 [+11], Hide +6, Spot +4
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or colony (1d3+2)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4-5 HD (Large)
Level Adjustment:

Fiendish monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.

Combat

Poison (Ex): Injury, Fortitude DC 11 [DC 13], initial and secondary damage 1d4 Dex. The save DC is Constitution-based.

Smite Good (Su): Once per day a fiendish monstrous centipede can make a normal melee attack to deal 3 extra damage against a good foe.

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, Medium

Size/Type: Large Magical Beast (Extraplanar)
Hit Dice: 2d8+4 [2d8+8] (13 hp [17 hp])
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2 [+1/+4]
Attack: Claw +2 [+4] melee (1d4+1 [1d4+3])
Full Attack: 2 claws +2 [+4] melee (1d4+1 [1d4+3]) and sting -3 [-1] melee (1d4 [1d4+1] plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d4+1 [1d4+3], improved grab, poison, smite good
Special Qualities: Darkvision 60 ft., resistance 5 to cold and fire, spell resistance 7, tremorsense 60 ft., vermin traits
Saves: Fort +5 [+7], Reflex +0, Will +0
Abilities: Str 13 [17], Dex 10, Con 14 [18], Int 3, Wis 10, Cha 2
Skills: Climb +5 [+7], Hide +4, Spot +4
Environment: Any evil-aligned plane
Organization: Solitary or colony (1d3+2)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3-4 HD (Medium)
Level Adjustment:

Combat

Fiendish monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.

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 13 [DC 15], initial and secondary damage 1d3 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 2 extra damage against a good foe.

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


Fiendish Shark, Medium

Size/Type: Medium Magical Beast (Aquatic, Extraplanar)
Hit Dice: 3d8+3 [3d8+9] (16 hp [22 hp])
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+3 [+2/+5]
Attack: Bite +4 [+5] melee (1d6+1 [1d6+4])
Full Attack: Bite +4 [+5] melee (1d6+1 [1d6+4])
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite good
Special Qualities: Blindsense, darkvision 60 ft., keen scent, resistance 5 to cold and fire, spell resistance 8
Saves: Fort +4 [+6], Ref +5, Will +2
Abilities: Str 13 [17], Dex 15, Con 13 [17], Int 3, Wis 12, Cha 2
Skills: Listen +6, Spot +6, Swim +9 [+11]
Feats: Alertness, Weapon Finesse
Environment: Any evil-aligned plane
Organization: Solitary, school (1d4+1), or pack (1d6+5)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 4-6 HD (Medium)
Level Adjustment:

Combat

Fiendish sharks circle and observe potential prey, then dart in and bite with their powerful jaws.

Blindsense (Ex): A fiendish shark can locate creatures underwater within a 30-foot radius. This ability works only when the fiendish shark is underwater.

Keen Scent (Ex): A fiendish shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.

Smite Good (Su): Once per day a fiendish shark can make a normal melee attack to deal 3 extra damage against a good foe.

Skills: A fiendish shark 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 Monstrous Spider, Medium (Web-Spinner)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+2 [2d8+6] (11 hp [15 hp])
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1 [+1/+3]
Attack:Bite +4 melee (1d6 [1d6+2] plus poison)
Full Attack: +4 melee (1d6 [1d6+2] plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good, web
Special Qualities: Darkvision 60 ft., resistance 5 to cold and fire, spell resistance 7, tremorsense 60 ft., vermin traits
Saves: Fort +4 [+6], Reflex +3, Will +0
Abilities: Str 11 [15], Dex 17, Con 12 [16], Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +7, Jump +0 [+2], Move Silently +3, Spot +4
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or colony (1d4+1)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3 HD (Medium)
Level Adjustment:

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

Combat

Poison (Ex): Injury, Fortitude DC 12 [Fortitude DC 14], initial damage 1d4 Str, secondary damage 1d4 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 2 points 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 12) [Escape Artist check (DC 14)] or burst it with a Strength check (DC 16) [Strength check (DC 18)]. 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 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.

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

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


Fiendish Monstrous Spider, Medium (Hunter)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+2 [2d8+6] (11 hp [15 hp])
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +1/+1 [+1/+3]
Attack:Bite +4 melee (1d6 [1d6+2] plus poison)
Full Attack: +4 melee (1d6 [1d6+2] plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good, web
Special Qualities: Darkvision 60 ft., resistance 5 to cold and fire, spell resistance 7, tremorsense 60 ft., vermin traits
Saves: Fort +4 [+6], Reflex +3, Will +0
Abilities: Str 11 [15], Dex 17, Con 12 [16], Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +7, Jump +10 [+12], Spot +8
Feats: Weapon FinesseB
Environment: Any evil-aligned plane
Organization: Solitary or colony (1d4+1)
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement: 3 HD (Medium)
Level Adjustment:/strong> —

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

Combat

Poison (Ex): Injury, Fortitude DC 12 [Fortitude DC 14], initial damage 1d4 Str, secondary damage 1d4 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 2 points 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 Snake, Medium Viper

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8 [2d8+4] (9 hp [13 hp])
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/+0 [+1/+2]
Attack: Bite +4 melee (1d4-1 [1d4+1] plus poison)
Full Attack: +4 melee (1d4-1 [1d4+1] plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite good
Special Qualities: Darkvision 60 ft., resistance 5 to cold and fire, scent, spell resistance 7
Saves: Fort +3 [+5], Ref +6, Will +1
Abilities: Str 8 [12], Dex 17, Con 11 [15], Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb 11, Hide +12, Listen +5, Spot +5, Swim +7 [+9]
Feats: Weapon Finesse
Environment: Any evil-aligned plane
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Always evil (any)
Advancement:
Level Adjustment:

Combat

Fiendish viper snakes rely on their venomous bite to kill prey and defend themselves.

Poison (Ex): Injury, Fortitude DC 11 [Fortitude DC 13], initial and secondary damage 1d6 Con. The save DC is Constitution-based.

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

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