Summon Monster Stat List Basic of Summoning This will list the relevant stats for the summoned monsters, if its not relevant to the actual game is wont be included here. Excellent swim speed and spectacular blindsight. A solid all-around option. Their Stun ability (which dazes foes rather than stunning them) is devastating. Monster summoning is fast. Surprisingly, Summon IX has more options than Summon VIII. Prerequisite: Good alignment. The spell-like abilities include the ability to cast Cure Serious Wounds, so be sure to use that before Summon Monster's duration expires. This spell summons an Extraplanar Creature (typically an Outsider, Elemental, or Magical Beast Native to another plane) from the 9th-level list or 1d3 creatures of the same kind from the 8th-level list below, or 1d4+1 creatures of the same kind from a lower-level list. Impressive 50 ft. speed, grab, and poison that deals Strength damage. Three attacks, pounce, and rake will produce impressive damage output. At this level, Summon Monster and Summon Nature's Ally beginning to deviate more significantly in their summon options, with Summon Monster introducing more outsiders and Summon Nature's Ally getting a few more exclusive animal options in addition to magical beasts and fey. Aeons are weird, mostly because of their inability to communicate verbally. Trumpet Archons are better clerics, and you can get more light ray damage from a bunch of lantern archons. Four attacks with grab, and it can lay eggs in your enemies if you're crazy like that. The targets are still sickened if they pass the save, so this remains a useful option at high levels when enemies will nearly always pass the save. Your go-to murder machine. Because it shares a level with Summon Minor Monster, it's easy to draw comparisons between the two. Benefit: When casting summon monster, you also have access to the list of evil monsters on this page. Decent damage once rage starts, but the leopard does comparable damage without needing to take damage first. (and it includes a few bug fixes) All Summon Nature's Allies are now available up through Level 9. Call werewolf to their dr and evil, and … Now he'll be a slave holder of permanently summoned celestials, and some dominated ones too. Opposable thumbs are a big temptation, but because the monkey isn't smart enough to understand speech and won't know any "tricks" from Animal Handling, you'll have a hard time getting the monkeys to do anything other than attack stuff. Giant Crab is notably exclusive to Summon Nature's Ally, so everyone else using Summon Monster can't summon giant crabs. Saving one life doesn't give you free reign to commit murder after all. 33 You can summon the aid of creatures driven their very nature to destroy goodness. However, if you don't need the climb speed a crocodile has better numbers for similar tricks. It never used to be an issue to summon an evil monster. You can summon all the celestials you want, but if you force them to burn down that orphanage you're evil. Aside from the Concentration issues, Summon Swarm is a solid spell. That alone makes it one of the best combat options at this level, but it can also cast Shadow Conjuration/Shadow Evocation three times per day, giving you access to a bunch of useful spells. Almost every option is redundant with base options. Or you could just flip the switch on the angels themselves and make them bat****insane zealots. Terrible at combat and isn't subject to Handle Animal. The Warlockopedia: A Comprehensive Warlock Handbook, The Warmagepedia: Ditto, But For Warmage (WIP), Kitchen Crashers: an adventure building Iron Chef, Chronos's Unalliterative Skillmonkey Guide, If this is your first visit, be sure to One of very few options with a swim speed. The casting will have all the descriptors of the Shadow Conjuration spell: It will be Illusion school, be a standard action casting time, and not be [Evil]. The biggest appeal of the Babau is its ability to dispel magic at will. Keep doing it until it works. I have no idea how these are CR 3. Fire beetles are only interesting because they glow. Kytons tend to fall at the bottom of the CR scale for each version of Summon Monster, sometimes even falling below the other options at the same summon level. Prerequisite (s): Evil alignment. Unfortunately, damage is the only thing that the Kyton can do, and its attacks do surprisingly little damage. You should feel special. Summon Evil Monster gets around the alignment subtype issue, but not the creature type one added by Pact Wizard. They get two touch attack rays which deal 1d6 typeless damage. Outsiders like celestials and demons typically speak Common, but if you want to command things like elementals you may want to invest a few skill ranks in Linguistics. The options here aren't significantly better than those of Summon Nature's Ally I, so your best bet will frequently be to summon 1d3 creatures from the Nature's Ally I list. A creature that already has an insanity is immune to this ability. The Bralania is a weird mix of abilities. Summon IV brings several very viable combat options. Detect Evil is situational, and Summon Monster specifically prohibits both teleportation, and spell-like abilities with expensive material components (like Continual Flame) but that leaves Aid. When you can always summon a creature specialized to the situation, a generalist is a poor choice. Benefit (s): When casting summon monster, you also have access to the list of evil monsters on this page. Sure, it has spell-like abilities, but they're strictly worse than other options at this level. However, their AC is poor and all that they can do offensively is damage so they're not versatile in the slightest. -1 to attacks. Largely the same as the dire rat, but it gives up the movement types for Scent. Poor attack bonus, bad damage, weak poison. How is this not CR 1/8? It can case Heal twice, on top of a handful of other staple spells from the cleric spell list. Their stat block doesn't apply Power Attack by default, so you need to command them to use it. If you want to lock down a single physically weak target like a spellcaster, the Salamaber is an excellent grappler. You're also limited to summoning animals which won't be able to understand complex instructions, so the best you can hope for is to throw a bunch of weak animals at your enemies or to use Handle Animal checks to herd them into traps or something. Summon Evil Monster Source Champions of Corruption pg. At +3 to hit they can hit the average touch AC at any CR about 50% of the time at the absolute worst, so you can reasonably expect that a lantern archon can deal 1d6 damage every turn. Barbed Devil is great if you want a scorching ray cannon, but otherwise it will be more effective to summon multiple creatures from lower-level spells. A big pile of hit points, especially when supplemented by Ferocity. I support a limited subset of Pathfinder's rules content. (and it includes a few bug fixes) Here are all 4 of my Summons and … It has a climb speed, but so does the Monkey, and the Monkey is faster. If you want to terrify enemies, the Erinyes can do a better job because its DC is higher, it can try again, and it doesn't affect you. The possible combinations here are massive. If you're one of the 22% that didn't, copy and paste this into your signature. The Summon Monster and Summon Nature's Ally spells mention:. The Voidworm is comparable to similar rings of summoning affinity at Summon 3, and the ring's good options don't come online until Summon 6 and 9. Also note that many colored items are also links to the Paizo SRD. Adding flight and improved stats makes the giant ant a decent threat. The ring's only good form is the Akhana, and honestly the Akhana seems pointless compared to existing options like the Trumpet Archon. The summon monster spells have numerous entries representing creatures that are summoned from the Outer Planes, and thus have the celestial or fiendish template or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary 2, pages 292 and 293, respectively). feel free to comment. Three decent attacks, large size, rend, and a climb speed. You can also issue commands to the lantern archon in any languages. Because small elementals only have one natural weapon attack, it works like a two-handed weapon so they get the extra 50% damage from Power Attack. You can summon the aid of creatures driven their very nature to destroy goodness. Lantern archons have several amazing things going for them. If you're worried about action economy, consider casting Flaming Sphere before you cast Summon Swarm so that you can spend your turn doing something more exciting than thinking about your swarm to keep it around. With 60 ft. fly speed, perfect maneuverability, and small size, they can get around easily in tight areas. Summon Nature's Ally is the druid's version of Summon Monster, and it's clearly the weaker of the two sets of spells. I keep asking my lawyers but they just look at me funny. Air elementals remain the most relevant option for their ability to use Whirlwind to lift enemies into the air and drop them. Grab and Gnaw provide excellent damage output while grappling, and Gnaw allows the eel to make an additional secondary bit for a little bit more damage. You may also summon creatures from the standard summon monster list and apply the counterpoised creature simple template to applicable creatures instead of the celestial or fiendish template. At large size with one big attack, the Dire Boar is a good tank and their opportunity attacks are decent. The giant octopus outpaces the giant moray eel in the water. It has a handful of decent spells and spell-like abilities, and it can use Bardic Music to buff your party. If your character acts in a way more appropriate to another alignment, the DM may decide that your character�s alignment has changed to match her actions. The tables serve as a reference for the available summon options, a compilation of links to the creatures' stat blocks, and a quick reference for the creature's type and subtypes. The energy resistances and DR look tempting, but summoned animals will get similar protections from the alignment template granted by the spell. This levels adds nothing conceptually new, but options continue to improve. Their attacks and AC are both weak, so the boar won't even work as a passable combat threat. You're probably hoping for the target to roll a 1 anyway, so I would go for the viper over the frog. The poison isn't meaningful because of the long onset, and crocodiles will do better at grappling. If you have time, have the Lillend use its spells to heal you and your allies before your Summon Monster duration expires. That makes lantern archons a perfect translator, replacing the need for spells like Comprehend Languages and Tongues for the brief duration of Summon Monster. Bite with a poison that deals Dexterity damage. This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). Attach is neat. Dire tiger has all of the same attacks, but has better attack bonuses and damage, and adds pounce and rake. Crocodiles are great at grabbing one foe and locking them down. With just three options, Summon VIII isn't especially interesting. 78% of DMs started their first campaign in a tavern. Rather than wasting a bunch of spell slots to dispel a pesky magical obstacle, summon a Babau and make it dispel repeatedly until it succeeds. Whether or not casting the spell itself is Evil (or Lawful) is, as far as I know, … However, it needs to compete with the Shadow Demon's ability to attack with touch attacks. This is a good option to lock down physically weak enemies like wizards, but remember that the range on Summon Monster is short, so don't accidentally send your ant charging out of range. At this level elementals' abilities have a decent DC which some creatures might actually fail. Despite its better sting damage and higher poison DC, the giant wasp is actually worse than the giant ant drone. Once you're able to cast Summon 6, the 10,600gp cost of this ring is easily affordable and the ring is well worth its price. For straight damage, the dire tiger is nice and murdery. School conjuration (summoning); Level bard 4, cleric 4, sorcerer/wizard 4. Few truly great options, but everything on the list is useful. The creatures summoned by Summon Monster are usually outsiders, and the easiest way to command them is to share a language with them. The Agashura is a helpful addition to Summon 8's dismally short list of options, but it's probably not enough to justify buying the ring. Basically a bigger hawk. Though its direct damage isn't great for this level, the dire crocodile's grab and impressive +30 CMB while grappling makes it a fantastic grappler. You also need to hit with the dire wolf's single mediocre attack to trigger Trip. With the exception of the Eagle and Dolphin, Summon Minor is a better option. It notably requires Concentration, so instead of summoning a monster and going about your business you need to spend your standard action each turn keeping the spell going. The damage isn't any better than the Woolly Rhinoceros, but the DC is better. While Summon Monster is most commonly viewed as a way to summon a pet fighter, Summon Monster is capable of doing much more than that. The fire giant has the best straight damage output of the options available to you at this level, but the dire crocodile's ability to grapple will likely make it a more meaningful addition to combat. It appears where you designate and acts immediately, on your turn. At this stage the options start to become more diverse and interesting, and they become more useful as actual combat threats. A single attack with a good attack bonus and decent damage, but the real appeal of the ankylosaurus is as crowd control. These creatures always have an alignment that matches yours, regardless of their usual alignment. 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