Summon Monster IV

Lantern archon (celestial) LG
Giant owl NG
Giant eagle CG
Celestial lion (animal) CG
Tojanida, Small N
Xorn, Small N
Arrowhawk, Small N
Magmin CN
Imp (devil) LE
Fiendish dire ape LE
Fiendish dire wolf LE
Hell hound LE
Varguouille NE
Fiendish viper, Medium-size CE
Howler CE


Lantern Archon Small Outsider (Good, Lawful); CR 2; HD 1d8; HP 4;
Init +4; Spd Fly 60 ft. (perfect);
AC 15 (+1 size, +4 natural); Atks 2 light rays +2 ranged touch(1d6);
SA Spell-like abilities; SQ DR 20/+1, Celestial qualities; AL LG; SV Fort +2, Ref +2, Will +2;
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Speak Celestial, Infernal, and Draconic
Feats: Improved Initiative
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC(11). Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon’s aura for one day.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)
Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet.
Spell-Like Abilities: At will: aid, detect evil, and continual flame. These abilities are as the spells cast by a 3rd-level sorcerer.

Giant Owl Large Magical Beast; CR 3; HD 4d10+4; HP 26;
Init +3; Spd 10 ft., fly 70 ft. (average);
AC 15 (-1 size, +3 Dex, +3 natural); Atks 2 claws +7 melee(1d6+4), bite +2 melee(1d8+2)
SQ Superior low-light vision; AL NG; SV Fort +5, Ref +7, Will +3
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +6, Listen +16, Move Silently +9*, Spot +10*, speak Common and Sylvan
Giant owls receive a +8 racial bonus to Listen checks. *They also receive a +4 racial bonus to Spot checks in dusk and darkness; when in flight, they gain a +8 bonus to Move Silently checks.
Feats: Alertness
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.

Giant Eagle Large Magical Beast; CR 3; HD 4d10+4; HP 26;
Init +3; Spd 10 ft., fly 80 ft. (average);
AC 15 (-1 size, +3 Dex, +3 natural); Atks  2 claws +7 melee(1d6+4), bite +2 melee(1d8+2);
SQ Evasion; AL NG; SV Fort +5, Ref +7, Will +3;
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8, Spot +11*, Wilderness Lore +8, speak Common and Auran
*Giant eagles receive a +4 racial bonus to Spot checks during daylight hours
Feats: Alertness


Celestial Lion Large Outsider; CR 4; HD 5d8+10; HP 32;
Init +3 (dex); Spd 40 ft; Face/Reach 5 ft. by 10 ft./5 ft.;
AC 15 (-1 size, +3 Dex, +3 natural); Atks 2 claws +7 melee (1d4+4), bite +2 melee(1d8+2);
SA Pounce, improved grab, rake 1d4+2, Smite Evil; SQ Scent, Darkvision 60 ft, Acid, cold electricity resistance 10, DR 5/+1 SR 10;
AL CG; SV Fort +6, Ref +7, Will +2;
Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Balance +7, Hide +4*, Jump +5, Listen +5, Move Silently +11, Spot +5
Lions receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.
Pounce (Ex): If a lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Improved Grab (Ex): To use this ability, the lion must hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A lion that gets a hold can make two rake attacks (+7 melee) with its hind legs for 1d4+2 damage each. If the lion pounces on an opponent, it can also rake.
Smite Evil (Su): Once per day the creature can make a normal attack to deal +5 additional damage against an evil foe.


Tojanida, Adult, Small Outsider (Water): CR 3; HD 3d8+6; hp 19;
Init +1 (dex); Spd 10 ft., swim 90 ft.;
AC 22 (+1 size, +1 Dex, +10 natural); Atks bite (+6|2d6+2), 2 claws (+1|1d4+1);
SA Improved grab, ink cloud; SQ All-around vision, acid and cold immunity, fire and electricity resistance 20;
AL N; SV Fort +5, Ref +4, Will +4
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Skills: Hide +11, Intuit Direction +7, Listen +7, Search +6, Spot +9;
Feats: Blind-Fight
Languages: Aquan
Improved Grab (Ex): To use this ability, the tojanida must hit with a bite or claw attack. If it gets a hold, it automatically deals that weapon’s damage each round the hold is maintained. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at top speed. A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
All-Around Vision (Ex): Tojanidas’ multiple apertures allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which the tojanida can squirt into an opponent’s eyes. The affected creature must succeed at a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile.
Treasure: 300  gold  coins

Xorn, Minor Xorn, Small Outsider (Earth): CR 3; HD 3d8+6; HP 19;
Init +0; Spd 20 ft., burrow 20 ft.;
AC 23 (+1 size, +12 natural); Atks bite (+6|2d8+2), 3 claws (+4|1d3+1);
SA Burrow; SQ Xorn qualities; AL N; SV Fort +5, Ref +3, Will +3
Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10
Skills: Hide +10, Intuit Direction +3, Listen +6, Move Silently +3, Search 6, Spot +8 Speak Terran, Speak Common;
Feats: Multiattack
Burrow (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds at a Fortitude save.
Xorn Qualities:
Immunities (Ex): Xorns are immune to fire and cold.
Resistances (Ex): Xorns have elec­tricity resistance 10.
Half Damage from Slashing (Ex): Slashing weapons deal only half damage to xorns, with a minimum of 1 point of damage.
All-Around Vision (Ex): Xorns’ symmetrically placed eyes allow them to look in any direction, bestowing a +4 racial bonus to Spot and Search checks. Xorns can’t be flanked.
Tremorsense (Ex): Xorns can automatically sense the location of anything within 60 feet that is in contact with the ground.

Arrowhawk, Juvenile Small Outsider (Air): CR 3; HD 3d8+3; HP 16;
Init +5; Spd Fly 60 ft. (perfect);
AC 20 (+1 size, +5 Dex, +4 natural); Atks Electricity ray +9 ranged touch (2d6); or bite +9 melee(1d6+1);
SA Electricity ray; SQ Immunities, fire and cold 20; AL N; SV Fort +4, Ref +8, Will +4
Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Skills: Intuit Direction +2, Listen +7, Search +7, Sense Motive +7, Spot +7 Search +10, Speak Auran
Feats: Weapon Finesse (bite)
Electricity Ray (Su): An arrowhawk can fire this ray once a round, with a range of 45 feet.
Immunities (Ex): Arrowhawks have acid, electricity, and poison immunity.

Magmin Small Elemental (Fire), CR 3, HD 2d8; HP 9;
Init +1 (dex); Spd 30 ft.;
AC 14 (+1 size, +1 Dex, +2 natural); Atks burning touch (+1|1d8 fire and combustion);
SA Combustion, fiery aura; SQ Elemental, fire subtype, melt weapons, damage reduction 15/+1; AL CN; SV Fort +0, Ref +4, Will +0
Str 9, Dex 13, Con 11, Int 8, Wis 10, Cha 10
Skills: Climb +4, Escape Artist +5, Jump +4, Spot +4, Speak Ignan
Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.
Treasure: 23,312 sp, jasmal gem(929 gp), orange spinel gem(588 gp), salite gem(9 gp)

Devil, Imp, Tiny Outsider (Evil, Lawful): CR 2; HD 3d8; HP 13;
Init +3; Spd 20 ft., fly 50 ft. (perfect); Face/Reach 2 1/2x2 1/2 ft./0 ft
AC 18 (+2 size, +3 Dex, +3 natural); Atks sting (+8|1d4 and poison);
SA Spell-like abilities, poison; SQ Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, see in darkness, polymorph, regeneration 2;
AL LE; SV Fort +3, Ref +6, Will +4
Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: Hide +15, Listen +5, Move Silently +5, Search +5, Spellcraft +5, Spot +5, Sense Motive +10, Spot +12, speak Infernal, Celestial, and Draconic
Feats: Dodge, Weapon Finesse (sting)
Immunities (Ex): Baatezu are immune to fire and poison.
Resistances (Ex): Baatezu have cold and acid resistance 20.
See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.
Telepathy (Su): Baatezu (except lemures) can communicate telepathically with any creature within 100 feet that has a language.
Spell-Like Abilities: At will: detect good, detect magic, and invisibility (self only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 + spell level).
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell cast by a 12th-level cleric.
Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity, secondary damage 2d4 temporary Dexterity.
Polymorph (Su): An imp can assume other forms at will as a standard action. This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp can assume only one or two forms no larger than Medium-size. Common forms include monstrous spider, raven, rat, and boar.
Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons (if silver or enchanted).

Fiendish Dire Ape Large Outsider; CR 4; HD 5d8+10; HP 32;
Init +2; Spd 30 ft., climb 15 ft.; Face/Reach 5 ft. by 5 ft./10 ft.;
AC 15 (-1 size, +2 Dex, +4 natural); Atks 2 claws +8 melee(1d6+6), bite +3 melee(1d8+3);
SA Rend 2d6+12, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 10;
AL LE; SV Fort +6, Ref +6, Will +5;
Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +14, Move Silently +9, Spot +9
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.
Smite Good (Su): Once per day the creature can make a normal attack to deal +5 additional damage against a good foe.


Fiendish Dire Wolf Large Outsider; CR 4; HD 6d8+18; HP 45;
Init +2; Sp 50 ft; Face/Reach 5 ft. by 10 ft./5 ft.
AC 14 (-1 size, +2 Dex, +3 natural); Atks Bite +10 melee (1d8+10);
SA Trip, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 10, DR 5/+1, SR 12;
AL LE; SV Fort +8, Ref +7, Will +6;
Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*
A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.
Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent 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 dire wolf.
Smite Good (Su): Once per day the creature can make a normal attack to deal +6 additional damage against a good foe.

Hell Hound Medium-Size Outsider (Evil, Fire, Lawful): CR 3; HD 4d8+4; HP 22;
Init +5; Spd 40 ft.;
AC 16 (+1 Dex, +5 natural); Atks bite (+5|1d8+1);
SA Breath weapon; SQ Scent, fire subtype; AL LE; SV Fort +5, Ref +5, Will +4
Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6
Skills: Hide +11, Listen +5, Move Silently +13, Spot +7*, Wilderness Lore +0* , do not speak but understand Infernal
Hell hounds receive a +5 racial bonus to Hide and Move Silently checks. *They also receive a +8 racial bonus to Spot checks and Wilderness Lore checks when tracking by scent, due to their keen sense of smell.;
Feats: Improved Initiative, Track
Breath Weapon (Su): Cone of fire, 30 feet, every 2d4 rounds; damage 1d4+1, Reflex half DC 13. The fiery breath also ignites any flammable materials with­in the cone. Hell hounds can use their breath weapon while biting.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Vargouille Small Outsider (Evil), CR 2; HD: 1d8+1; HP 5;
Init +1; Spd Fly 30 ft. (good);
AC 12 (+1 size, +1 Dex); Atks bite (+3|1d4 and poison);
SA Shriek, poison, kiss; AL NE; SV Fort +3, Ref +3, Will +3
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: Listen +4, Spot +3;
Feats: Weapon Finesse (bite)
Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who both hear the shriek and can clearly see the creature must succeed at a Fortitude save (DC 12) or be paralyzed with fear until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss. If the save is successful, that opponent cannot be affected again by that vargouille’s shriek for one day.
Poison (Ex): Bite, Fortitude save (DC 12) or be unable to heal the bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack, beginning a terrible transformation. The affected opponent must succeed at a Fortitude save (DC 19) or begin to transform, losing all his or her hair 1d6 hours later. After another 1d6 hours, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim suffers 1d6 points of permanent Intelligence and Charisma drain. The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease.

Fiendish Viper Snake Medium-sized Outsider, CR 1; HD 2d8; HP 9;
Init +3; Spd 20 ft., climb 20 ft., swim 20 ft.;
AC 16 (+3 Dex, +3 natural); Atks Bite +4 melee (1d4-1 and poison);
SA Poison, Smite Good; SQ Scent, Darkvision 60 ft, Cold and fire resistance 5, SR 4;
AL CE; SV Fort +3, Ref +6, Will +1;
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +9, Spot +9
Feats: Weapon Finesse (bite)
Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution.
Smite Good (Su): Once per day the creature can make a normal attack to deal +2 additional damage against a good foe.


Howler Large Outsider (Chaotic, Evil), CR 3; Hit Dice: 6d8+12; HP 39;
Init +7; Spd 60 ft.; Face/Reach 5x10 ft./5 ft.;
AC 17 (-1 size, +3 Dex, +5 natural); Atks Bite +10 melee(2d8+5), 1d4 quills +5 melee(1d4+2);
SA Quills, howl; AL CE; SV Fort +7, Ref +8, Will +7
Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: Climb +10, Hide +8, Listen +11, Move Silently +8, Search +1, Spot +11;
Feats: Alertness, Improved Initiative
Quills (Ex): The howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by the howler’s quill attack must make a Reflex save (DC 16) or have the quill break off in his or her flesh. A lodged quill imposes a -1 circumstance penalty to attacks, saves, and checks. Removing the quill deals 1d6 additional points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or more are subject to its effect, though it does not help the howler in combat. Those within a 100-foot spread must succeed at a Will save (DC 12) or take 1 point of temporary Wisdom damage. The save must be repeated for each hour of exposure. This is a sonic, mind-affecting attack; deafened creatures are not subject to it.