NPC Closeup 12/29/2000


Fiendish Animals for Your Campaign



Taerhannon the Seeker is a wizard of great repute and a member of the College of Arcanobiological Studies. He travels the outer planes, marveling at the local flora and fauna that manages to survive amid the demons and devas of these far-off dimensions.

An accomplished conjurer, Taerhannon opts for some...unusual choices for his summon monster spells. Let's take a peek at his spellbook. This month we'll see what celestial creatures he can summon, and next month we'll examine some ready-to-run fiendish critters.

All of the following creatures are appropriate for the indicated summon monster spells, if characters in your campaign want to broaden their repertoire.

Celestial Animals for Your Campaign

Summon Monster I
Fiendish Baboon
Medium-Size Magical Beast
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 40 ft., climb 30 ft.
AC: 13 (+2 Dex, +1 natural)
Attacks: Bite +2 melee
Damage: Bite 1d6+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Smite good 1/day (+1 damage)
Special Qualities: Scent; darkvision 60'; cold and fire res 5; SR 2
Saves: Fort +3, Ref +4, Will +1
Abilities: Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills: Climb +13, Listen +5, Spot +5
Feats: —
Organization: Solitary or troop (10–40)
Challenge Rating: 1/2
Alignment: NE
Advancement: 2–3 HD (Medium-size)
Fiendish Owl
Tiny Magical Beast
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 40 ft. (average)
AC: 17 (+2 size, +3 Dex, +2 natural)
Attacks: Claws +5 melee
Damage: Claws 1d2–2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: Smite good 1/day (+1 damage)
Special Qualities: Darkvision 60'; fire and cold res 5; SR 2
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +20, Spot +6*
Feats: Weapon Finesse (claws)
Organization: Solitary
Challenge Rating: 1/4
Alignment: NE
Advancement: 1 HD (Medium-size); 2 HD (Large)
Summon Monster II
Fiendish Giant Bee
Medium-Size Vermin
Hit Dice: 3d8 (13 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (good)
AC: 14 (+2 Dex, +2 natural)
Attacks: sting +2 melee
Damage: sting 1d4 and poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, smite good 1/day (+1 damage)
Special Qualities: Darkvision 60'; cold and fire resistance 5; SR 6
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9
Skills: Intuit Direction +6, Spot +6*
Feats: —
Organization: Solitary, swarm (2–5), or hive (11–20)
Challenge Rating: 1/2
Treasure: 1/4 goods (honey only)
Alignment: LE
Advancement: 2–3 HD (Medium-size)
Fiendish Heavy Horse
Large Magical Beast
Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (Dex)
Speed: 50 ft.
AC: 13 (–1 size, +1 Dex, +3 natural)
Attacks: 2 hooves +3 melee
Damage: Hoof 1d6+2
Face/Reach: 5 ft. by 10 ft./5 ft.
Special Attacks: Smite good 1/day (+3 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 5; SR 6
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +6, Spot +6
Feats: —
Organization: Solitary
Challenge Rating: 1
Alignment: LE
Advancement: —
Summon Monster III
Fiendish Black Bear
Medium-Size Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 13 (+1 Dex, +2 natural)
Attacks: 2 claws +6 melee; bite +1 melee
Damage: Claw 1d4+4; bite 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Smite good 1/day (+3 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 5; SR 6
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +8, Listen +4, Spot +7, Swim +8
Feats: —
Organization: Solitary or pair
Challenge Rating: 2
Alignment: LE
Advancement: 4–5 HD (Medium-size)
Fiendish Dire Badger
Medium-Size Magical Beast
Hit Dice: 3d8+11 (25 hp)
Initiative: +3 (Dex)
Speed: 30 ft., burrow 10 ft.
AC: 16 (+3 Dex, +3 natural)
Attacks: 2 claws +4 melee; bite –1 melee
Damage: Claw 1d4+2; bite 1d6+1
Face/Reach 5 ft. by 5 ft./5 ft.
Special Attacks: Rage, smite good 1/day (+3 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 5; SR 6
Saves: Fort +7, Ref +6, Will +2
Abilities: Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +6, Spot +6
Feats: —
Climate/Terrain: Summon Monster III
Organization: Solitary or cete (2–5)
Challenge Rating: 2
Alignment: CE
Advancement: 4–6 HD (Large); 7–9 HD (Huge)
Summon Monster V
Fiendish Dire Lion
Large Magical Beast
Hit Dice: 8d8+24 (60 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 15 (–1 size, +2 Dex, +4 natural)
Attacks: 2 claws +12 melee; bite +7 melee
Damage: Claw 1d6+7; bite 1d8+3
Face/Reach 5 ft. by 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d6+3, smite good 1/day (+8 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 15; DR 5/+2; SR 16
Saves: Fort +9, Ref +8, Will +7
Abilities: Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: Hide +9*, Jump +9, Listen +5, Move Silently +5, Spot +5
Feats: —
Organization: Solitary, pair, or pride (6–10)
Challenge Rating: 7
Alignment: CE
Advancement: 9–16 HD (Large); 17–24 HD (Huge)
Fiendish Orca Whale
Huge Magical Beast (Aquatic)
Hit Dice: 9d8+45 (85 hp)
Initiative: +2 (Dex)
Speed: Swim 50 ft.
AC: 16 (–2 size, +2 Dex, +6 natural)
Attacks: Bite +12 melee
Damage: Bite 2d6+12
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Smite good 1/day (+9 damage)
Special Qualities: Blindsight; darkvision 60'; fire and cold res 15; DR 5/+2; SR 18
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Skills: Spot +12*, Listen +12*
Feats: —
Organization: Solitary or pod (6–11)
Challenge Rating: 7
Alignment: NE
Advancement: 10–13 HD (Huge); 14–27 HD (Gargantuan)
Summon Monster VI
Fiendish Dire Bear
Large Magical Beast
12d8+48 (102 hp)
Hit Dice: +1 (Dex)
Initiative: 40 ft.
Speed: 17 (–1 size, +1 Dex, +7 natural)
AC: 2 claws +18 melee; bite +13 melee
Attacks: Claw 2d4+10; bite 2d8+5
Damage: 10 ft. by 20 ft./10 ft.
Special Attacks: Improved grab, smite good 1/day (+12 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 20; DR 10/+3; SR 24
Saves: Fort +12, Ref +9, Will +9
Abilities: Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills: Listen +9, Spot +9, Swim +17
Feats: —
Organization: Solitary or pair
Challenge Rating: 9
Alignment: LE
Advancement: 13–16 HD (Large); 17–36 HD (Huge)
Summon Monster VII
Fiendish Elephant
Huge Magical Beast
Hit Dice: 11d8+55 (104 hp)
Initiative: +0 (Dex)
Speed: 40 ft.
AC: 15 (–2 size, +7 natural)
Attacks: Slam +16 melee, 2 stamps +11 melee; or gore +16 melee
Damage: Slam 2d6+10, stamp 2d6+5; gore 2d8+15
Face/Reach: 10 ft. by 20 ft./10 ft.
Special Attacks: Trample 2d8+15, smite good 1/day (+11 damage)
Special Qualities: Scent; darkvision 60'; fire and cold res 15; DR 5/+2; SR 22
Saves: Fort +12, Ref +7, Will +4
Abilities: Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Listen +6, Spot +6
Feats: —
Organization: Solitary or herd (6–30)
Challenge Rating: 10
Alignment: NE
Advancement: 12–22 HD (Huge)
Summon Monster IX
Fiendish Roc
Gargantuan Magical Beast
Hit Dice: 18d10+126 (225 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 80 ft. (average)
AC: 14 (–4 size, +2 Dex, +6 natural)
Attacks: 2 claws +21 melee, bite +16 melee
Damage: Claw 2d6+12, bite 2d8+6
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Snatch, smite good 1/day (+18 damage)
Special Qualities: Darkvision 60', fire and cold res 20, DR 10/+3, SR 24
Saves: Fort +18, Ref +13, Will +7
Abilities: Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Listen +4, Spot +4*
Feats:
Organization: Solitary or pair
Challenge Rating: 11
Alignment: NE
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal)
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