Trephination Devil (Staphedron) Medium Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 8d8+32 (68hp) Speed: 30ft Initiative: +4 Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17 Base Attack/Grapple: +8/+10 Attack: Trephine +10 melee (1d4+3) Full Attack: Trephine +10/+5 melee (1d4+3) Space/Reach: 5ft/5ft Special Attack: Possession, Sneak Attack +2d6, Spell-like Abilities, Trephination Special Qualities: see in darkness, immune to fire and poison, resist acid and cold 10, Summon, Telepathy, Weakness Saves: Fort +10, Ref +10, Will +8 Abilities: Str 14, Dex 19, Con 18, Int 14, Wis 15, Cha 17 Skills: Bluff +13, Concentration +15, Hide +17, Intimidate +14, Jump +13, Listen +13, Move Silently +17, Sense Motive +11, Spot +13 Feats: Ability Focus (Possession), Deadly Precision, Stealthy Environment: Any land (Nine Hells of Baator) Organization: Solitary CR: 9 Treasure: Standard Alignment: Always Lawful Evil Advancement: 9-15 HD (Medium) LA:-
A tall, gaunt devil wearing a blood stained leather apron over black clothing leaps from the shadows. It is hornless, but its bald head sports a dozen perfectly round holes.
Trephination, the act of boring a hole in someones skull to relieve pressure, thus curing headaches, brain swelling and brain bleeds. It was originally used as a way to purge individuals of devilish and demonic possession. Unfortunately, this method of exorcism has a dark secret; it was invented by devils and pandered to mortals. In actuality, the hole in the skull makes it easier for fiends to possess a mortal. The first trephination devil, who lent the name of his kind to the procedure, invented this archaic surgical procedure, and it has endured the ages, still giving fiends easier access to a mortals mind. Culled from the first few wicked mortal chirurgeons and doctors, these souls caught the attention of Asmodeus himself, who lauded their creative ways of inflicting harm on others. And so, he turned them into the first trephination devils, to a form that most reflected the act that they had visited on so many others. Trephination devils stand 7 feet tall and weigh a lanky 180lbs. They have disproportionately long arms and legs, giving them a gangly look. Each hand and foot ends in four clawed fingers or toes. The head is the most naturally human of any devil, other than the blue-grey skin tone, the face is that of a human male. The eyes are watery with pain, and the fiends sadistic grin is much too wide, stretching from ear to slightly pointed ear, showing a mouthful of elongated yet humanoid teeth. The creatures have no hair, and strangely, no horns either. Instead they are completely bald, but upon their head, are a dozen holes, each a half inch wide in diameter. These holes are arranged in a hexagonal pattern, with one being set inside the other. The fiends brain can be seen through the holes, yet does not seem to negatively effect it. Trephination devils wear tight fitting black clothing underneath a short leather apron. They carry a strange weapon, called a trephine, which they use to bore holes in their foes heads. Trephination devils speak Celestial, Common, and Infernal. They often keep the skull of their victims in a grisly trophy room somewhere.
Combat: Trephination devils are one of the few devils of Hell that have an innate ability to possess mortals, and they so love to do so. Only on the Material Plane are the vast number of mortals upon which they can practice their craft. When stalking a potential “patient”, trephination devils remain cloaked in the shadows, silently watching and measuring their target. Once they have decided on a plan of attack, they will get ahead of the foe to set up an ambush. Once the target gets near, they will attack from cover or use their spell-like abilities to make themselves invisible. Their goal is to deal enough damage on the first blow to take a chunk out of the targets head. Hoping the target or its allies do not posses the magic to regrow bone, the devil will then slip away to a predetermined hiding spot, and will leave its body behind, flying back to the scene of the attack to attempt to possess its target. The devils weapon is a magical piercing and slashing weapon that is also treated as evil and lawful for the purpose of overcoming damage reduction.
Possession (Su): Yo use this ability, a trephination devil must be adjacent to its target and in its incorporeal form. The intended target must make a DC 19 Will save or become possessed. Evil targets take a -2 penalty to this save, and those committing an evil act at the time take a -4 (these penalties stack). A trephination devil most often takes on the role of a controller, enemy or transformer type of possession, but can rarely become an ally if it possesses an evil being with a taste for torture or forbidden medical practices. The devil typically uses this ability shortly after its Trephination ability succeeds. More rules on possession can be found starting on page 21 of the Fiendish Codex I: Hordes of the Abyss. The save DC is Chrisma-based and includes the +2 bonus from the fiends Ability Focus feat.
Sneak Attack (Ex): If a trephination devil can catch its foe unaware, flat-footed, or otherwise unable to defend itself properly, it deals an extra +2d6 points of damage.
Spell-like Abilities (Sp): At will- black bag, ghost sound, hold portal, silent portal; 3/day- darkness, invisibility, silence.
Summon (Sp): Once per day a trephination devil may attempt to summon another trephination devil with a 40% chance of success.
Trephination (Ex): If a trephination devil deals more than 10 points of damage with a successful sneak attack (not counting weapon damage) it bores a hole in the creatures skull, cutting away hair, skin, and a portion of bone. This attack is extremely traumatic to the targets brain function, and it takes a further 1d6 points of Wisdom damage. Should the trephination devil score a critical hit with this ability, the Wisdom damage becomes 2d6. After a successful trephination, the devil will attempt to withdraw from combat and seek out a secure place to begin its possession attempt.
Weakness (Ex): Holes in the head work both ways. Trephination devils do not get to add their base Will save (+6) to any Will save vs a mind-affecting effect.
Sweet mother of Cthulhu, Blackdragon, your seriously busting out monsters like there going out of style, In that case never fear because new goons coming out by the end of the week, But to tide over your monster breeding blood-lust, an old-school request for an adversary for my new group, The Lord of Locusts, The dapper devil Abbadon
Abbadon (CR high enough to challenge a party of 4 4th level characters) Appearing as a large, anthro-morphic, well-dressed cricket clad in a top hat, tailcoat and carrying a cane, Abbadon is the devil prince of locusts, and other vermin who feast on the crops of man, While he always has the veneer of being excessively polite and genlemanly, Abbadon is a wicked devil who takes great delight in famine. He disdains physical combat claiming it to be crude and ungentlemanly, but if pressed into combat Abbadon is terrifying, constantly surrounded by a swirling whirlwind of hell-locusts who can strip a human to bones in less than a minute, and making liberal use of his diabolical magic, he is an extremely mobile combatant constantly leaping about the battlefield (He Has been known to leap up to a mile in a single bound), while melee combat disgusts him, he has been known to batter anything that wades through his locust minions, to engage him in combat with his cane and powerful legs
And yes Taradius, The origin of the rust monster is, Gary Gygax bought a bag of plastic "monsters" from overseas, none of which looked like anything, from that bag sprung many of the monsters we all know and loathe today, but one which looked like a turtle with long whiskers with a propeller on it's tail that bcame the "rust monster" because He had NO IDEA WHAT ELSE TO DO WITH IT!!! I actually have in my possesion my own OG Plastic "Rust monster" of the same kind which bewildered EGG and terrified the early players of Dungeons and Dragons!!!
Neat request Adam, but is it ok if I change the name? There is already a demon named Abaddon who is a patron of locust and of the apocalypse. I can do a devilish locust guy, just with a different name.
Aaannnddd I spoke too soon again. I got everythig fixed (I hope), but it was no easy feat. My thread, which i have loved and cared for since its birth, decided to lock me out about 5 times, giving me messages such as a more or less blank page and "No posts", and also condensing and expanding the number of posts per page, and I'm also pretty sure half of my links don't link to what they are supposed to. At least it wasn't working for me.
And good lord do I feel foolish. Going back to make those corrections, I really don't know what the heck I was thinking. Call it new thread jitters I guess, cuz I had some serious statistical issues going on. Hopefully I got them all though, and I shall henceforth not do the thing Debby pointed out I was doing, as it is improper and confusing. Oy, apologies.
Good grief, I never expected you to go back and edit all your stuff, though I do understand the obsessive desire to get everything "right." Don't feel bad. You probably started off doing that and never realized it was wrong. I bet nobody pointed it out becasue at the the time we probably didn't know it was wrong either. You don't know how many monsters I made and forgot the size modifier to AC. That's a far more common rule so people would point it out all the time. The secondary rule thing is a bit more obscure. You have no idea how many times I'd wished that WotC had made a monster creation pamphlet for 3.5 (How to Create a Monster: Recipes for Disaster was a 3.0 pamphlet by Skip Williams but it's not much help for 3.5).
Oh well, that's just water under the bridge. I look forward to reading your new stuff.
FYI: on the Attack line, you only put the creature's primary attack there.
Red Wrath Beholder is cool. It is one of the few times I've seen Improved Natural Attack used to an advantage. Since the creature doesn't adavance in size, it doesn't lose the anything by having the feat early on.
Neat request Adam, but is it ok if I change the name? There is already a demon named Abaddon who is a patron of locust and of the apocalypse. I can do a devilish locust guy, just with a different name.
Sure, Go right ahead, and don't worry, new goons coming by the end of the week
I'll go out on a limb here and make two suggestions. After much looking, I've not found any stats on Oxen or Yaks. If I'm wrong please tell me, but both are fairly basic animals to encounter that seem to be absent. Since this IS D&D, versions that were bred for war would also be interesting and appreciated. Coming this game night... ATTACK OF THE SHERPAS!
You're not wrong per say, as there are no individual stats foroxen or yaks. Basically instead of doing that, WotC just says you can use a bisons stats for any larger herd animal of similar build, ie yak, oxen, water buffalo, etc.
Ele'mentes Ele'mentes are elementals infused with psionic energy at the moment of their creation. These elementals are often the one to two surviving elementals from an elementite swarm to survive to reach Small size. They grow rapidly, reaching Medium size in just a few days. Elemental scholars attribute this growth spurt to the psionic energy flowing through them. All ele'mentes are just slightly weaker than their mundane brethren, but are more than twice as intelligent. They are often smarter than the average humanoid. Their intelligence and powers often draw other elementals to them, and they form small groups. Different ele'mentes have different agendas when it comes to how they interact with the world at large. While they are all Chaotic Neutral in alignment, they are all still just as destructive as normal elementals, they just have a better reason for being so. All have the same height and weight as the average elemental of their size and type. They speak their native elemental tongue and one other elemental language of their choice.
Aguamente Medium Elemental (Extraplanar, Psionic, Water) Hit Dice: 5d8+15 (37hp) Speed: 20ft, 90ft swim Initiative: +1 Armor Class: 23 (+1 Dex, +8 natural, +4 force screen), touch 11, flat-footed 22 Base Attack/Grapple: +3/+5 Attack: Slam +5 melee(1d8+3) Full Attack: 2 slams +5 melee (1d8+3) Space/Reach: 5ft/5ft Special Attack: drench, psionics, vortex, water mastery Special Qualities: darkvision 60ft, elemental traits, PR 12 Saves: Fort +7, Ref +2, Will +1 Abilities: Str 14, Dex 12, Con 17, Int 12, Wis 11, Cha 12 Skills: Autohypnosis +5, Concentration +11, Listen +3, Spot +3, Swim +15 Feats: Psionic Fist, Wild Talent Environment: Elemental Plane of Water Organization: Solitary or Following (One Aguamente plus 2-5 water elemental of Medium to Large size) CR: 4 Treasure: None Alignment: Usually Chaotic Neutral Advancement: 6-10 HD (Medium), 11-18 (Large) LA:-
A swirling vortex of water surges across the ground. Its otherwise pure blue color is shot through with streaks of pink. The vortex storms around a central, humanoid figure. Intelligence sparkles within its pink pools that serve as eye spots.
Aguamentes resemble their normal brethren in nearly every physical way; they look just like your typical water elemental, except for a slight pink highlight that appears as colored bands in the creatures whirling form. On their home plane, aguamentes are just another part of the ongoing battle for elemental supremacy. Off world, they enjoy flooding areas to see the effect that has on the local terrain.
Combat: Aguamenta use their mundane appearance to surprise potential enemies who are often not expecting a psionic attack from an elemental. They have all the same abilities of a normal water elemental, and make use of them when the situation calls for it, but they prefer to use their psionic powers first. They always start a fight psionically focused, and will use powers until someone closes to melee range, at which point they will strike with a devastating psionic empowered slam.
Drench (Ex): As the ability of a water elemental.
Psionics: Aguamentes have a manifester level of a psion equal to half their HD rounded down. For the average creature, this is a manifester level of 2nd. Any energy based powers always deal cold damage. Typical Psion Powers Known (power points 7*; save DC 11 + power level): 1st- deceleration (DC 12), energy ray, entangling ectoplasm, force screen, vigor). *The aguamente shown here has already manifested force screen; its reserve is normally 8 power points.
Vortex (Su): As the ability of a water elemental.
Water Mastery (Ex): As the ability of a water elemental.
Auramente Medium Elemental (Air, Extraplanar, Psionic) Hit Dice: 5d8+10 (32hp) Speed: 100ft fly (perfect) Initiative: +5 Armor Class: 21 (+5 Dex, +2 natural, +4 force screen), touch 19, flat-footed 16 Base Attack/Grapple: +3/+3 Attack: Slam +3 melee (1d6) Full Attack: 2 slams +3 melee (1d6) Space/Reach: 5ft/5ft Special Attack: Air mastery, psionic powers, whirlwind Special Qualities: darkvision 60ft, elemental traits, PR 12 Saves: Fort +3, Ref +9, Will +1 Abilities: Str 10, Dex 21, Con 14, Int 12, Wis 11, Cha 11 Skills: Autohypnosis +5, Concentration +10, Listen +5, Spot +6 Feats: Psionic Fist, Wild Talent Environment: Elemental Plane of Air Organization: Solitary or Following (One Auramente plus 2-5 air elementals of Medium to Large size) CR: 4 Treasure: None Alignment: Usually Chaotic Neutral Advancement: 6-10 HD (Medium), 11-18 (Large) LA:-
This creature appears to be an amorphous, shifting cloud surrounded by fast moving currents of air. The cloud is streaked with vibrant pink hues, like rays of sunlight at dusk.
Auramente closely resemble normal air elementals, except for a slight pink hue to their cloud form, like clouds at dawn or dusk. Two darker pink spots serve as eyes. On the Plane of Air, auramentes like to race other flying creatures to gauge their flight capabilities. They also like to pester outsiders not native to their world. On other worlds, auramentes enjoy creating whirlwinds to observe the pattern of destruction, and frightening people by manipulating sounds.
Combat: Auramente seek to use their flight speed and powers to stay out of range while making ranged attacks, or fast darting strikes before flying away. If they have followers with them, they let their stronger brethren do the melee for them.
Air Mastery (Ex): As the ability of an air elemental.
Psionics: Auramentes have a manifester level of a psion equal to half their HD rounded down. For the average creature, this is a manifester level of 2nd. Any energy based powers always deal electricity damage. Typical Psion Powers Known (power points 7*; save DC 11 + power level): 1st- create sound, deceleration (DC 12), energy ray, entangling ectoplasm, force screen). *The auramente shown here has already manifested force screen; its reserve is normally 8 power points.
Whirlwind (Su): as the ability of an air elemental.
Firramente Medium Elemental (Extraplanar, Fire, Psionic) Hit Dice: 5d8+10 (32hp) Speed: 50ft Initiative: +7 Armor Class: 19 (+3 Dex, +2 natural, +4 force screen), touch 17, flat-footed 16 Base Attack/Grapple: +3/+3 Attack: Slam +6 melee (1d6 plus 1d6 fire) Full Attack: 2 slams +6 melee (1d6 plus 1d6 fire) Space/Reach: 5ft/5ft Special Attack: Burn Special Qualities: darkvision 60ft, elemental traits, immunity to fire, vulnerable to cold, PR 12 Saves: Fort +3, Ref +7, Will +1 Abilities: Str 10, Dex 17, Con 14, Int 12, Wis 11, Cha 13 Skills: Autohypnosis +5, Concentration +10, Listen +3, Spot +8 Feats: Improved Initiative, Psionic Fist, Weapon Finesse, Wild Talent Environment: Elemental Plane of Fire Organization: Solitary or Following (One Firramente plus 2-5 fire elementals of Medium to Large size) CR: 4 Treasure: None Alignment: Usually Chaotic Neutral Advancement: 6-10 HD (Medium), 11-18 (Large) LA:-
A mass of flame races across the ground, seeming to flicker and surge into the shape of a humanoid. The fire flares with blue and purple colors, and it seems to move with purpose.
Firramentes look similar to other fire elementals, except that portions of their flaming body often change to hues of blue or purple. Other fire elementals tend to be drawn to them, mostly out of curiosity do to their coloration, but then follow them out of respect. Firramentes enjoy philosophical debates with emberlings, and observing the pattern of fire on their home plane. Off world, they enjoying setting fires and watching the burn patterns, often riding in flame twisters.
Combat: Firramenta, like many other fire elementals, enjoy burning things. As there is little to burn on their home plane, they attempt to get off world as much as possible. They approach their fire starting as an experiment; they enjoy seeing the different patterns, colors, and speed at which different materials burn. In a fight, which happens often during their experiments, they use their fiery powers to set foes alight, while they stay out of range. Should any other elementals be accompanying them, they allow their brethren to wade into melee ahead of them.
Burn (Ex): As the ability of a fire elemental.
Psionics: Firramentes have a manifester level of a psion equal to half their HD rounded down. For the average creature, this is a manifester level of 2nd. Any energy based powers always deal fire damage. Typical Psion Powers Known (power points 7*; save DC 11 + power level): 1st- control flames, deceleration (DC 12), energy ray, force screen. matter agitation). *The firramente shown here has already manifested force screen; its reserve is normally 8 power points.
Terramente Medium Elemental (Earth, Extraplanar, Psionic) Hit Dice: 5d8+15 (37hp) Speed: 20ft Initiative: -1 Armor Class: 21 (-1 Dex, +8 natural, +4 force screen), touch 13, flat-footed 21 Base Attack/Grapple: +3/+7 Attack: Slam +7 melee (1d8+6) Full Attack: 2 slams +7 melee (1d8+6) Space/Reach: 5ft/5ft Special Attack: Earth mastery, psionic powers, push Special Qualities: darkvision 60ft, earth glide, elemental traits Saves: Fort +7, Ref +0, Will +1 Abilities: Str 19, Dex 8, Con 17, Int 12, Wis 11, Cha 11 Skills: Autohypnosis +5, Concentration +11, Listen +8, Spot +3 Feats: Psionic Fist, Wild Talent Environment: Elemental Plane of Earth Organization: Solitary or Following (One Terramente plus 2-5 earth elementals of Medium to Large size) CR: 4 Treasure: None Alignment: Usually Chaotic Neutral Advancement: 6-10 HD (Medium), 11-18 (Large) LA:-
A walking pile of dirt and stones plods forward on two legs. Its body is streaked with veins of pink crystal, and its head and arms are spiked with the same crystal. It seems to be studying you.
This hardy and intelligent elemental acts as a sage on its home plane, where they are found infrequently. Rarer than other intelligent elementals, as the weak in an earth elementite swarm do not often last longer than their siblings, terramentes are patient and studious creatures, but can be a crushing force when angered. They have a great love for crystals, particularly ones that are psionically active, and many can be found in such natural areas, studying the psionic vibrations the crystals give off. Terramentes are readily identifiable as something different from the mundane elemental, as they are always streaked in bands of pink or purple crystal, and have similar formations growing from their arms, back and heads. When using power, these crystals often glow and resonate with power.
Combat: When provoked into a fight, often over a disturbance while studying, or actually damaging their crystals, terramente can be much more dangerous than the average earth elemental. Combining their already heavy blows with psionic fist can finish any one on one match rather quickly, while an intelligent use of powers and use of terrain can even the odds just as well. These elementals are not followed by their lesser brethren as often as other elementals, as slow and ponderous is the norm for most earth elementals. The intelligence of a terramente is often off putting to others.
Earth Mastery (Ex): As the ability of an earth elemental.
Psionics: Terramentes have a manifester level of a psion equal to half their HD rounded down. For the average creature, this is a manifester level of 2nd. Any energy based powers always deal sonic damage. Typical Psion Powers Known (power points 7*; save DC 11 + power level): 1st- crystal shard, energy ray, entangling ectoplasm, force screen, hammer). *The terramente shown here has already manifested force screen; its reserve is normally 8 power points.
Large Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 7d8+21 (52hp) Speed: 40ft, 60ft fly (good) Initiative: +8 Armor Class: 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13 Base Attack/Grapple: +7/+14 Attack: +1 cane +10 melee (1d8+3) or slam +10 melee (1d6+3) Full Attack: +1 cane +10/+5 melee (1d8+3) or 2 slams +10 melee(1d6+3) Space/Reach: 10ft/10ft Special Attack: Aura of Vermin, Spells Special Qualities: see in darkness, immune to fire and poison, resist acid and cold 10, Summon, Telepathy Saves: Fort +9, Ref +13, Will +6 Abilities: Str 17, Dex 26, Con 19, Int 14, Wis 13, Cha 19 Skills: Balance +18, Bluff +14, Concentration +13, Diplomacy +14, Intimidate +14, Jump +40, Knowledge (arcana) +6, Knowledge (religion) +6, Listen +6, Sense Motive +11, Spellcraft +5, Spot +12, Tumble +15 Feats: Dodge, Mobility, Spring Attack Environment: Any land (Nine Hells of Baator) Organization: Solitary or Famine (Self plus 3-5 fiendish locust swarms) CR: 5 Treasure: Double Standard (50% gems and coins/ 50% minor magic items) Alignment: Always lawful evil Advancement:- LA:-
A black, anthropomorphic cricket steps from behind the column. He, if it can be called a “he”, is wearing a fine black top hat, a red and black tailed coat, a black leather breeches. He carries a cane tucked under one insectile arm. He doffs his hat and with a sweeping gesture, bows politely to you. You hear the faint chirp of crickets when he moves.
Aldanon, called the Duke of Famine and Master of Locusts, is a minor duke in the political realm of Hell. No where near as powerful as the archdukes, he is still gifted with a swift tongue, or in his case perhaps mandibles is more accurate. Owing his allegiance to Baalzebul, Aldanon spends most of his time on Maladomini breaking up disputes, or causing them, among the other forces and minor players of Baalzebuls realm. He can acts as messenger or intermediary between his master and other archdukes, as he is quite fast, and should negotiations break down, he is swift enough to not be caught up in the wrath of an archdukes rage. Aldanon is an 8ft tall black cricket, closely resembling the kind found in most gardens on the Material Plane. He stands upright on a pair of powerful, multi-jointed cricket legs, complete with small clawed feet and spikes. His torso is kept covered by fine coats or jackets of exquisite make, depending on where he is going or where he is coming from. He favors a black and red formal jacket with tails and large buttons. He is never without a black silk top hat and black and white cane. Aldanon takes pains to always appear as a polite gentleman; speaking properly, observing formalities such as introductions and greetings, and slyly complimenting ladies. His body language conveys confidence and an air of superiority, although he would never remark on such. When talking he either tucks his cane under one arm, or leans on it with both hands. He has wings like a cricket, but keeps them folded under his cloths. Aldanon speaks Common, Infernal, and Celestial in clipped tones. When speaking Common and Infernal, he enjoys slipping in Celestial phrases to appear witty. Always ready to bribe another devil into doing his fighting for him, Aldanon keeps at least 2000GP in gems and coins on his person at all times; most of the rest of his treasure is either a few small magic items, or is stored in his dwelling.
Combat: While he appears friendlyand polite, that is just a ploy to get foes to lower their guard, as he is just as wicked as any other devil. His greatest pleasure is unleashing swarms of fiendish locusts upon the Material Plane and watching them devour everything in their path. He dislikes physical combat, seeing it as barbaric, crude, and ungentlemanly, but if pressed, he can be quite terrifying. He tends to surround himself in a swarm of locusts, while flying aloft to rain spells down on the battlefield. He is extremely mobile, leaping about and rarely staying in one place for longer than a moment of two. And while melee disgusts him (it tends to ruin his clothes) he will engage physically if he must, battering with his cane anyone who manages to get through his locusts. He can also deliver a powerful kick if he must. His cane is treated as a +1 club, and is evil and lawful aligned for the purpose of overcoming damage reduction.
Aura of Vermin (Su): As the Master of Vermin, Aldanon can command a swarm of locusts to surround him at a moments notice. With but a thought (free action), he can summon a swarm of fiendish locusts who always move with him and give him concealment (20%). They also attack anything other than Aldanon who enters one of their squares or ends their turn in a square occupied by the swarm.
Spells: Aldanon casts spells as a 4th level wizard. He uses his Charisma to modify his save DC's. Typical wizard spells prepared (4/4/3; spell save DC equal to 14 + spell level) 0- daze (DC 14), resistance, sonic snap (DC 14), touch of fatigue (DC 14); 1st- cause fear (DC 15), lesser orb of sound (Dc 15), protection from good, ray of enfeeblement; 2nd- cat's grace, invisibility, protection from arrows.
Summon (Sp): Once per day Aldanon may attempt to summon 1 advespa with a 35% chance of success. Advespas may be found in the MM2.
Skills: Due to his powerful legs, Aldanon receives a +30 bonus to his Jump checks.