Valmiiksi statitetut Summon Monster I otusten statit.

Modifioitu augment summonilla ja diabolic dabblerilla. Summoneille on kaikille annettu fiendish template kun mahdollista, koska diabolic dabbler.

Fiendish Dire Rat

(Flanker, Climber, Swimmer)

Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft., swim 20ft.
Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/CMB/CMD +0/+1/14(18 vs trip)
Attack: Bite +3 melee (1d4+3 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Smite Good 1/day (+1 damage)
Special Qualities: Low-light vision, scent, Darkvision 60ft, Cold and Fire Resistance 5, Spell Resistance 6
Saves: Fort +5, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Skills: Climb +11, Perception +4, Stealth +11, Swim +11
Feats: Skill focus(perception)
Alignment: Always Evil
Languages: Abyssal/Infernal

Disease (Ex) Filth fever: Bite—injury; save Fort DC 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.
Fiendish dire rats use their Dexterity modifier for Climb and Swim checks.

Fiendish Dolphine


Fiendish Eagle 3.5e Statit

(Aerieal, Scout)

Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +2
Speed: 10 ft. (2 squares), Fly 80 ft (average, 16 squares)
Armor Class: 14 (+1 Size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-2
Attack: Talon +3 melee (1d4+2)
Full Attack: 2 Talons +3 melee (1d4+2) and bite -2 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Low-light vision, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 6
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 15, Con 16, Int 3, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon Finesse (B)
Alignment: Always Evil
Languages: Abyssal/Infernal

Skills

Eagles have a +8 racial bonus on Spot(perception?) checks.


Fiendish Riding Dog

(detector, Win)

Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+10 (19 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/CMB/CMD: +1/+5/17(21 vs trip)
Attack: Bite +5 melee (1d6+6 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+2 damage)
Special Qualities: Low-light vision, Scent, darkvision 60ft., resistance to fire 5, cold 5 spell resistance 7
Saves: Fort +7, Ref +5, Will +1
Abilities: Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 6
Skills: Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking)
Feats: Skill Focus(perception)
Alignment: Always Evil
Languages: Celestial

Skills

Riing Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

Fiendish Poisonous Frog


Fiendish Fire Beetle3.5e Statit

(Tank)

Small Magical Beast (Extraplanar)
Hit Dice: 1d8+3 (7 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil 1/day (+1 damage)
Special Qualities: Darkvision 60 ft., vermin traits, resistance to fire 5, cold 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: -
Feats: -
Alignment: Always Evil
Languages: Infernal or Abyssal

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. Giant fire beetles are about 2 feet long.

Fiendish Pony

(Lolwut, mount)

Size/Type: Medium Magical Beast (Extraplanar)
Hit Dice: 2d8+10 (19 hp)
Initiative: +1
Speed: 40 ft. (8 squares)
Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
Base Attack/CMB/CMD: +1/+4/15(19 vs trip)
Melee: 2 Hooves -1(1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Docile, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 7
Saves: Fort +7, Ref +4, Will +0
Abilities: Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Skills: Perception +5
Feats: Endurance, run(B)
Alignment: Always Evil
Languages: Abyssal/Infernal

A light load for a pony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A pony can drag 1,500 pounds.


Fiendish Viper

(Poison, fail)

Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Climb 20ft., Swim 20 ft.
Armor Class: 16 (+3 Dex, +1 natural, +2 size), touch 15, flat-footed 13
Base Attack/CMB/CMD: +0/+3/10(can't be tripped)
Melee: Bite +5 (1d2 plus poison)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Good 1/day (+1 damage vs an evil target)
Special Qualities: Low-light vision, Scent, resistance to fire 5, cold 5, darkvision 60 ft, Spell Resistance 7
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2
Skills: Climb +11, Perception +9, Stealth +15, Swim +11
Feats: Weapon Finesse
Alignment: Always Evil
Languages: Abyssal/Infernal

Poison (Ex): Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.


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