Summon Monster III (Bard Spell)

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Level: Bard 3
School: Universal


Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A tiny bag and a small candle, worth 1 gp.)


Range: Close (25 ft. + 5 ft./two lvls)
Target or Area: One summoned creature
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: No saving throw granted
Save DC: -
Spell Resistance: No


Upon completion of the urgent, commanding phrases of this spell, you summon a single creature from a nearby Lateral Material Plane that is obedient and loyal to you and you alone.
The Summon Monster III spell conjures a creature with a CR based on your character level (not caster level). This CR can be further modified through the use of Summon Feats and/or some character abilities, but the total modified Challenge Rating (CR) of a summoned monster may never exceed your character level. If the resulting creature's CR would be greater than your character level, it is reduced to a CR equal to your character level. Refer to the table below to determine the summoned creature's CR:

Summoned Monster Base CR

Character Lvl Monster CR
1 1
2 2
3 3
4 4
5 5
6 6
7 7
Character Lvl Monster CR
8 7
9 8
10 8
11 9
12 9
13 10
14 10
Character Lvl Monster CR
15 11
16 11
17 12
18 12
19 13
20 13
21 14
Character Lvl Monster CR
22 14
23 15
24 15
25 16
26 16
27 17
28 17
Character Lvl Monster CR
29 18
30 18
31 19
32 19
33 20
34 20
35 21
Once you have determined the CR of the summoned monster, click on the link in the table above to bring up its Bestiary entry. Note that all summoned monsters have regular melee attacks, and also a special ability called "Summoned Strike". Any attacks of opportunity that the summoned monster makes use its regular melee attack, not its summoned strike.
You may decide what the summoned creature looks like (subject to referee approval), and this appearance can be the same, or different, each time you cast the spell. Note that, even if your summoned monsters always appear identical to one another (assuming you choose to make them so), they are not the same creature (probably), merely similar-seeming creatures from some reality other than your own. You can also describe the appearance and special effects of your summoned monster's attacks, but the damage types inflicted (e.g. bludgeoning (physical, common)) cannot be adjusted without a feat, power, or ability that specifically allows you to do so.
The summoned monster appears in a space you designate within the range of the spell, but this space must be unoccupied, unblocked, and sufficient for the creature's size (usually size medium, unless modified by an ability). You can give orders to your summoned monster as a free action, but it must spend its own actions (or actions gifted to it) in order to carry out your instructions. Summoned monsters share your turn in the initiative order, and may act in the same round in which they are summoned. By default, a summoned monster will attack the enemy creature (hostile to you) nearest to it to the best of its ability, unless directed otherwise. You can direct it not to attack, to attack specific enemies, or to perform other actions.
Summoned monsters have a single standard action with which to act, over and above your own actions each round. In addition, you may 'gift' some or all of your own actions (standard, move, or swift) to your summoned monster, to allow it to perform more complex activities in a given round (such as moving and then attacking, or making a full attack action). If more than one summoned monster is present, you must specify which summoned monster gains any 'gifted' actions you provide (i.e. your gifted move action doesn't give a move action to all summoned monsters present, just one).
In addition to the abilities listed on the monster's bestiary entry, summoned monsters brought into this realm via Summoned Monster III gain one random movement ability, and one random bonus ability. Roll 1d20+2 once for each table, and look up your results (note that not all results are possible with Summon Monster III). You may either accept the results you rolled, or you can choose the result 1 step lower on one or both tables, if you prefer. For example, if you rolled a 15+2 = 17 on the movement table, you could select either Greater Swim 90 ft. (result 17), or Lesser Teleport 20 ft. (result 16). You could similarly choose to keep what you rolled on the bonus abilities table, or the result one less than what you rolled. Regardless of which results you pick, you may only end up with 1 movement power and one bonus ability.

Movement Powers

d20+2 Result Ability
1 No bonus movement
2 Walk 40 ft.
3 Greater Swim 30 ft.
4 Greater Climb 30 ft.
5 Vaulting 30 ft.
6 Walk 50 ft.
d20+2 Result Ability
7 Greater Swim 45 ft.
8 Greater Climb 45 ft.
9 Vaulting 45 ft.
10 Hover 20 ft.
11 Walk 60 ft.
12 Greater Swim 60 ft.
d20+2 Result Ability
13 Greater Climb 60 ft.
14 Vaulting 60 ft.
15 Greater Flight 30 ft.
16 Lesser Teleport 20 ft.
17 Greater Swim 90 ft.
18 Walk 75 ft.
d20+2 Result Ability
19 Hover 40 ft.
20 Walk 90 ft.
21 Greater Flight 45 ft.
22 Lesser Teleport 40 ft.
23 Walk 120 ft.
24 Greater Climb 90 ft.
d20+2 Result Ability
25 Vaulting 90 ft.
26 Greater Flight 60 ft.
27 Hover 60 ft.
28 Lesser Teleport 60 ft.
29 Greater Flight 90 ft.
30 Lesser Teleport 90 ft.

Bonus Abilities

d20+2 Result Ability
1 No bonus ability
2 Darkvision 60 ft.
3 +4 Perception; can make an active perception check as a free action once per encounter
4 May make a 5-foot step each round, even if it has moved (not a second 5-foot step, just a guaranteed first one)
5 Size large, normal (5') reach
6 Combat Reflexes (Feat)
7 Ranged attack equal to standard attack, 50' increment, max range 250'
8 Once per round, auto-swap positions with target of successful melee attack
9 Immune to Dazzled, Blind, Fogged conditions
10 Size huge, normal (5') reach
11 Lifesense 60 ft.
12 Ranged attack equal to standard attack, 50' increment, max 250'; may make 3 ranged attacks w/full attack action
13 Once per round, auto Bull Rush 5 feet w/successful melee attack, and step into space
14 Immune to Sickened, Afflicted, Nauseated conditions
15 Size medium, 10 ft. of reach
d20+2 Result Ability
16 May use Summoned Strike as a ranged attack, max range 30 ft.
17 Once per round, can pass through a single enemy's space (must end in open space, provokes, auto-succeeds)
18 Tremorsense 60 ft.
19 Immune diseases (infected, diseased, blighted) and poisons (tainted, poisoned, blighted)
20 Size large, 10 ft. of reach
21 May use Summoned Strike as a ranged attack, max range 50 ft.
22 Ignore difficult terrain
23 Immune to Bruised, Bleed, Ruptured conditions
24 Cannot be flanked (as improved uncanny dodge)
25 Size huge, 10 ft. of reach
26 Immune to Quelled, Prone, Splayed conditions
27 Gains DR x/Common (Bludgeoning,  Crushing,  Piercing,  Slashing,  Slime), where x = CR of the monster; does not stack with other sources of DR
28 Blindsense 60 ft.
29 Immune to all fear-based conditions
30 Gains ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic), where x = CR of the monster; does not stack with other sources of ER

This spell lays an arcane charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.
NOTE: The charge laid by this spell is laid upon the caster, not upon the summoned monster(s).

Related Spells:   I   II   III   IV   V   VI

Circle Damage for Spells

Spell Circle Burn Cost Min Character Level (CL) Base Dice Max Dice
0 N/A N/A 1d4/2CL 4d4
1 N/A 1st 1d6/CL 4d6
2 +1 3rd 1d6/CL 6d6
3 +1 5th 1d6/CL 10d6
4 +1 7th 1d6+1/CL 12d6+12
5 +1 9th 1d6+1/CL 15d6+15
6 +1 11th 1d6+2/CL 16d6+32
7 +1 13th 1d6+2/CL 20d6+40
8 +1 15th 1d6+3/CL 21d6+63
9 +1 17th 1d6+3/CL 25d6+75
10 +1 19th 1d6+4/CL 25d6+100
11 +1 21st 1d6+5/CL 25d6+125
12 +1 23rd 1d6+6/CL 27d6+162
13 +1 25th 1d6+7/CL 27d6+189
14 +1 27th 1d6+8/CL 29d6+232
15 +1 29th 1d6+9/CL 29d6+261
16 +1 31st 1d6+10/CL 30d6+300
17 +1 33rd 1d6+11/CL 30d6+330
18 +1 35th 1d6+12/CL 30d6+360