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{{:Bestiary 30}}
{{:Bestiary 30}}


===CR 31===
{{Bestiary 31}}
{{BestiaryTableHeader}}
 
{{BestiaryTableAid|CR 31 Blueprint}}
|-
| align="left" | Aboleth Predictor || || 31 || || Aberration
|-
| align="left" | Adamantine Forge Golem || || 31 || Heavy || Construct
|-
| align="left" | Aegeirus Nymph || || 31 || || Fey
|-
| align="left" | Appointed Worm-That-Walks || || 31 || Killer || Construct, Prodigy
|-
| align="left" | Arctic Xixecal || || 31 || Threat || Outsider
|-
| align="left" | Atropal Annihilator || || 31 || || Outsider, Undead
|-
| align="left" | Bonefield || || 31 || || Swarm, Undead
|-
| align="left" | Brachyurus Fenris-Kin || || 31 || Legend || Magical Beast, Monstrosity
|-
| align="left" | Cerberus Legion-Head || || 31 || Legend || Magical Beast, Monstrosity
|-
| align="left" | Death Giant Noble || || 31 || || Monstrous Humanoid, Giant
|-
| align="left" | Delirium Spider || || 31 || Sneak || Vermin
|-
| align="left" | Doppelganger Realmwalker || || 31 || || Protean
|-
| align="left" | Drashnar || || 31 || || Aberration
|-
| align="left" | Dreamtree || || 31 || Legend || Plant
|-
| align="left" | Drifting Chaos Beast || || 31 || Threat || Outsider
|-
| align="left" | Drow Champion || || 31 || || Fey
|-
| align="left" | Duergar Sapper || || 31 || || Humanoid
|-
| align="left" | Ebon Magmin || || 31 || || Outsider
|-
| align="left" | Endless Gargoyle || || 31 || || Monstrous Humanoid
|-
| align="left" | [[Engorged Hemorrhagic Pudding]] || || 31 || Killer || Ooze
|-
| align="left" | Fate Witch || || 31 || || Monstrous Humanoid, Fey
|-
| align="left" | Flesh Colossus || || 31 || Heavy || Construct, Prodigy
|-
| align="left" | Floating Zombie Parts || || 31 || Minion || Undead
|-
| align="left" | Fomaorian Whisperer || || 31 || || Monstrous Humanoid, Giant
|-
| align="left" | Galvanic Marid || || 31 || || Outsider
|-
| align="left" | Helleskrieg Frostbound || || 31 || || Outsider, Aberration
|-
| align="left" | Immaculate Drider || || 31 || Heavy || Aberration
|-
| align="left" | Imperious Force Wyrm || || 31 || Threat || Dragon, Outsider
|-
| align="left" | K'thol || || 31 || || Aberration
|-
| align="left" | Lady of Twofold Truths || || 31 || Villain || Undead, Mummy
|-
| align="left" | Leaping Zombie || || 31 || || Undead
|-
| align="left" | Majestic Manipulator Helleskrieg || || 31 || || Outsider, Aberration
|-
| align="left" |        Prodigious Tearing Turtle ||     ||      31      ||      Legend      ||      Animal, Monstrosity
|-
| align="left" | Resplendent Couatl || || 31 || || Outsider, Native
|-
| align="left" | Rot Fly Insinuator || || 31 || || Vermin
|-
| align="left" | Ruined Anaxim || || 31 || || Construct, Prodigy, Outsider
|-
| align="left" | Runemarked Cyzrix || || 31 || || Aberration
|-
| align="left" | Sable Gloom || || 31 || || Humanoid
|-
| align="left" | Savage Prismatic Dragon || || 31 || Threat || Dragon, Outsider
|-
| align="left" | Scabrous Varmint || || 31 || || Aberration, Disease, Vermin
|-
| align="left" | Shadow Swarm || || 31 || || Swarm, Undead, Troop, Incorporeal
|-
| align="left" | Smoky Annihilation Skeleton || || 31 || || Undead
|-
| align="left" | Somber Crool Lothario || || 31 || || Humanoid
|-
| align="left" | Spear-Faced Thunder Lizard || || 31 || Legend || Magical Beast, Monstrosity
|-
| align="left" | Spine Hound || || 31 || || Aberration
 
{{BestiaryTableAid|Summoned Monster CR 31}}
|-
| align="left" | Superior Verdant Helleskrieg || || 31 || || Outsider, Aberration
|-
| align="left" |        Titanic Mammoth || || 31 || Legend || Animal, Monstrosity
|-
| align="left" | True Taiga Helleskrieg || || 31 || || Outsider, Aberration
|-
| align="left" | Vampire Thrall Disciple || || 31 || Heavy || Humanoid
|-
| align="left" | Windswept Chichimec || || 31 || || Outsider, Air
|-
| align="left" | Woebegone Le Shay || || 31 || || Fey
|}


===CR 32===
===CR 32===

Revision as of 18:58, 7 September 2019


{{Monster-Basic-Lore|{{#explode:{{PAGENAME}}|(|0}}}}

CR

CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10
CR 11 CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20
CR 21 CR 22 CR 23 CR 24 CR 25 CR 26 CR 27 CR 28 CR 29 CR 30
CR 31 CR 32 CR 33 CR 34 CR 35 CR 36 CR 37 CR 38 CR 39 CR 40

Bestiary 1

Bestiary 2

Bestiary 3

Bestiary 4

Bestiary 5

Bestiary 6

Bestiary 7

Bestiary 8

Bestiary 9

Bestiary 10

Bestiary 11

Bestiary 12

Bestiary 13

Bestiary 14

Bestiary 15

Bestiary 16

Bestiary 17

Bestiary 18

Bestiary 19

Bestiary 20

Bestiary 21

Bestiary 22

Bestiary 23

Bestiary 24

Bestiary 25

Bestiary 26

Bestiary 27

Bestiary 28

Bestiary 29

Bestiary 30

Template:Bestiary 31

CR 32

Creature Name CR Role Type
CR 32 Blueprint Lore CR 32 Blueprint CR 32 Blueprint CR 32 Blueprint
Air Elemental Overlord 32 Outsider
Atropal Enervator 32 Outsider, Undead
Corybantic Maenad 32 Humanoid
Demi-Lich Soul-Stealer 32 Tank Undead
Doppelganger Imperiatrix 32 Leader Protean
Dusk Bracken Treant 32 Plant
Earth Elemental Overlord 32 Outsider
Empress Medusa 32 Monstrous Humanoid
Fire Elemental Overlord 32 Outsider
Fomaorian Jailer 32 Heavy Monstrous Humanoid, Giant
Giant Nascent Wolverine 32 Heavy Animal
Gleaming Astral Construct 32 Construct, Outsider
Gorge-Belly Crocodilian 32 Legend Magical Beast, Monstrosity
Grotesque Neh-Thalggu 32 Aberration
Grudge Spectre 32 Undead, Ghost, Incorporeal
Hadean Kraken 32 Threat Magical Beast, Devil
Hateful Phaethon 32 Threat Outsider, Fire
Helleskrieg Inferno 32 Outsider, Aberration
Hellknight Charioteer 32 Outsider, Undead, Skeleton
Intense Behir 32 Magical Beast
Karkaradon Great White 32 Legend Magical Beast, Monstrosity
Majestic Taiga Helleskrieg 32 Outsider, Aberration
Maugdra 32 Aberration
Nightwalker Shadow 32 Undead, Incorporeal
Primeval Vampire 32 Undead
Quiescent Wight 32 Undead
Rakshasa Mehmed 32 Outsider, Native
Reeking Otyugh 32 Aberration
Shimmering Stag 32 Legend Animal, Fey
Slimy Varmint Swarm 32 Aberration, Disease, Vermin
Solarian Waspine Dancer 32 Aberration, Outsider
Solarian Waspine Prospectarch 32 Sneak Aberration, Outsider
Somber Crool Vandal 32 Heavy Humanoid
Starblind Worm 32 Magical Beast
Storm Titan 32 Heavy Monstrous Humanoid
Stygian Dragloth 32 Aberration, Dragon
Summoned Monster CR 32 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Frostbound Helleskrieg 32 Outsider, Aberration
Thoraxian Scourge 32 Vermin (Thorciasid)
True Verdant Helleskrieg 32 Outsider, Aberration
Untouched Phane 32 Outsider
Vitiate Xill 32 Outsider
Water Elemental Overlord 32 Outsider

CR 33

Creature Name CR Role Type
CR 33 Blueprint Lore CR 33 Blueprint CR 33 Blueprint CR 33 Blueprint
Annealed Marid 33 Outsider
Anthracite Magmin 33 Outsider
Bahairim Soul Flayer 33 Legend Aberration, Construct, Devil, Prodigy
Buboed Great Toad 33 Legend Magical Beast, Monstrosity
Disintegrating Zombie Parts 33 Minion Undead
Drider Monstrosity 33 Heavy Aberration
Eternal Gargoyle 33 Monstrous Humanoid
Fomaorian Excruciator 33 Monstrous Humanoid, Giant
Gambrian Bog Fiend 33 Aberration
Giant Ogre 33 Heavy Monstrous Humanoid, Monstrosity, Aberration
Great Buffalo 33 Legend Animal
Great Ophidian Dune-Span Sidewinder 33 Legend Magical Beast, Monstrosity
Hawmord Phasm 33 Aberration
Helleskrieg Juggernaut 33 Outsider, Aberration
Illuminated Locathah 33 Outsider
Infernal General 33 Outsider
Iron Chain Golem 33 Heavy Construct
Junked Anaxim 33 Construct, Prodigy, Outsider
Lunging Devilsaur 33 Threat Magical Beast, Monstrosity
Majestic Verdant Helleskrieg 33 Outsider, Aberration
Plasma Varmint 33 Aberration, Disease, Vermin
Prepared Vermiurge 33 Heavy Construct, Prodigy
Prodigious Cannibal Turtle 33 Legend Animal, Monstrosity
Radiant Sun Mummy 33 Undead
Ravenous Apocalypse Slime 33 Ooze
Ravenous Atropal 33 Outsider, Undead
Rimed Xixecal 33 Threat Outsider
Riveter Wasp Swarm 33 Swarm, Vermin
Sky Tyrant Gaze Owl 33 Heavy Magical Beast, Legendary, Monstrosity
Solarian Waspine Internuncio 33 Aberration, Outsider
Solarian Waspine Ordinariate 33 Sneak Aberration, Outsider
Somber Crool Gangster 33 Leader Humanoid
Starlight Zombie 33 Undead
Summoned Monster CR 33 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Inferno Helleskrieg 33 Outsider, Aberration
Tenebrous Gloom 33 Humanoid
Terrible Prismatic Dragon 33 Threat Dragon, Outsider
Thalian Nymph 33 Fey
Thunder-Lance Great Eel 33 Legend Magical Beast, Monstrosity
Timeslip Spider 33 Vermin, Monstrosity
True Frostbound Helleskrieg 33 Outsider, Aberration
Twilight Mushrooms 33 Plant
Vagrant Chaos Beast 33 Threat Outsider
Void Hydra 33 Shooter Magical Beast
Void-Marked Tyrannosaurus 33 Animal, Monstrosity, Dinosaur
Xorn Cenotaph 33 Outsider
Yrthak Thunderbird 33 Magical Beast, Monstrosity

CR 34

Creature Name CR Role Type
CR 34 Blueprint Lore CR 34 Blueprint CR 34 Blueprint CR 34 Blueprint
Aboleth Seer 34 Aberration
Atropal Malcontent 34 Outsider, Undead
August Couatl 34 Outsider, Native
Cailleach Witch 34 Monstrous Humanoid, Fey
Croatoan Wendigo 34 Protean
Dreadful Neh-Thalggu 34 Aberration
Dreamtree Grove 34 Plant, Troop
Duergar Black Priest 34 Humanoid
Fomaorian Headsman 34 Monstrous Humanoid, Giant
Forged Marid 34 Outsider
Ghostly Stag 34 Legend Animal, Fey
Helleskrieg Denizen 34 Outsider, Aberration
Immortal Air Elemental 34 Outsider
Immortal Earth Elemental 34 Outsider
Immortal Fire Elemental 34 Outsider
Immortal Water Elemental 34 Outsider
Karkaradon Megalodon 34 Legend Magical Beast, Monstrosity, Dinosaur
Krast 34 Aberration
Majestic Frostbound Helleskrieg 34 Outsider, Aberration
Mountain Troll 34 Monstrous Humanoid, Monstrosity
Narcissist Worm-That-Walks 34 Killer Construct, Prodigy
Orphic Hedge Treant 34 Plant
Phane Observer 34 Outsider
Radiating Astral Construct 34 Construct, Outsider
Rakshasa Riyad 34 Outsider, Native
Rot Fly Conceiver 34 Vermin
Sapient Baboon 34 Legend Magical Beast, Monstrosity, Great Ape
Scabrous Varmint Swarm 34 Aberration, Disease, Vermin
Sirrush Silvercrown 34 Legend Magical Beast, Monstrosity
Solarian Waspine Theocrat 34 Leader Aberration, Outsider
Spasmodic Doppelganger 34 Killer Protean
Star Stricken Wight 34 Undead, Outsider
Starless Dragloth 34 Aberration, Dragon
Summoned Monster CR 34 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Juggernaut Helleskrieg 34 Outsider, Aberration
Thoqqua 34 Outsider
Tragic Le Shay 34 Fey
True Inferno 34 Outsider, Aberration, Helleskrieg
Tussocked Chichimec 34 Outsider, Air
Vampire Thrall Witness 34 Heavy Humanoid
Vicious Phaethon Lore 34 Threat Outsider

CR 35

Creature Name CR Role Type
CR 35 Blueprint Lore CR 35 Blueprint CR 35 Blueprint CR 35 Blueprint
Amperic Behir 35 Magical Beast
Apotheotic Vampire 35 Undead
Atropal Drifter 35 Outsider, Undead
Avalanche Rattler 35 Legend Magical Beast, Monstrosity, Great Ophidian
Bahairim Missionary 35 Legend Aberration, Construct, Devil, Prodigy
Curse-Maw Cerberus 35 Legend Magical Beast, Monstrosity
Darkened Varmint 35 Aberration, Disease, Vermin
Death Titan 35 Monstrous Humanoid, Giant
Demi-Lich Magus 35 Tank Undead
Demolished Anaxim 35 Construct, Prodigy, Outsider
Dyschordian 35 Aberration
Fuligin Gloom 35 Humanoid
Gamma Strain Zombie Beast 35 Undead
Gelid Xixecal 35 Threat Outsider
Ghostly Mammoth 35 Legend Animal, Monstrosity
Greater Volcano Worm 35 Legend Magical Beast, Monstrosity
Helleskrieg Pinioned 35 Outsider, Aberration
Hellknight Vanquisher 35 Outsider, Undead, Skeleton
Immortal Godking 35 Villain Undead, Mummy
Imperious Prismatic Wyrm 35 Threat Dragon, Outsider
Lawless Chaos Beast 35 Threat Outsider
Lurchat Mauler 35 Aberration
Lustrous Djinn 35 Outsider
Madness Kraken 35 Threat Magical Beast, Aberration
Majestic Inferno Helleskrieg 35 Outsider, Aberration
Omen Spectre 35 Undead, Ghost, Incorporeal
Rast 35 Aberration
Raving Maenad 35 Humanoid
Rendoril 35 Aberration
Shattermind Spider 35 Vermin, Monstrosity
Sightless Fomaorian 35 Monstrous Humanoid, Giant
Solarian Waspine Initiate 35 Aberration, Outsider
Solarian Waspine Ordinariarch 35 Killer Aberration, Outsider
Somber Crool Siren 35 Humanoid
Summoned Monster CR 35 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Denizen Helleskrieg 35 Outsider, Aberration
Tenebrous Zombie 35 Undead
True Juggernaut Helleskrieg 35 Outsider, Aberration
Umbral Zombie Parts 35 Minion Undead
Xill Warper 35 Outsider

CR 36

Creature Name CR Role Type
CR 36 Blueprint Lore CR 36 Blueprint CR 36 Blueprint CR 36 Blueprint
Atrocious Neh-Thalggu 36 Aberration
Atropal Stygian 36 Outsider, Undead
Crested Thunderbird 36 Magical Beast, Great Avian
Dream Larvae 36 Vermin
Embryonic Vermiurge 36 Heavy Construct
Gimlet Wasp Swarm 36 Swarm, Vermin
Goddess Medusa 36 Monstrous Humanoid
Gundriss 36 Aberration
Helleskrieg Slumberer 36 Outsider, Aberration
Infernal Overlord 36 Outsider
Lyopur 36 Aberration
Majestic Juggernaut Helleskrieg 36 Outsider, Aberration
Midnight Dragloth 36 Aberration, Dragon
Mythic Stag 36 Legend Animal, Fey
Pestilential Apocalypse Slime 36 Ooze
Phane Witness 36 Outsider
Plasma Varmint Swarm 36 Aberration, Disease, Vermin
Prismasaurus 36 Legend Magical Beast, Monstrosity, Dinosaur
Rakshasa Nizari 36 Outsider, Native
Roust Beast 36 Aberration
Scorrel 36 Aberration
Shadow of the Void 36 Undead, Incorporeal
Shape of Fire 36 Undead, Incorporeal
Ship-Breaker Eel 36 Legend Magical Beast, Monstrosity, Great Eel
Sky Tyrant Whale-Fisher 36 Legend Magical Beast, Monstrosity, Great Avian
Smoky Hecatomb Skeleton 36 Undead
Solarian Waspine Maestro 36 Leader Aberration, Outsider
Solarian Waspine Nunciarch 36 Shooter Aberration, Outsider
Somber Crool Libertine 36 Humanoid
Steel Strand Golem 36 Heavy Construct
Stonewood Treant 36 Plant
Summoned Monster CR 36 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Pinioned Helleskrieg 36 Outsider, Aberration
True Denizen 36 Outsider, Helleskrieg, Aberration
Wicked Phaethon 36 Threat Outsider, Fire
Xorn Pinnacle 36 Outsider

CR 37

Creature Name CR Role Type
CR 37 Blueprint Lore CR 37 Blueprint CR 37 Blueprint CR 37 Blueprint
Absolute Air Elemental 37 Outsider
Absolute Earth Elemental 37 Outsider
Absolute Fire Elemental 37 Outsider
Absolute Water Elemental 37 Outsider
Boreal Xixecal 37 Threat Outsider
Coruscating Astral Construct 37 Construct, Outsider
Erratic Chaos Beast 37 Threat Outsider
Giant Befouled Otyugh 37 Aberration
Grost 37 Aberration
Heliotrope Worm 37 Magical Beast, Monstrosity
Helleskrieg Wormking 37 Outsider, Aberration
Kaltergrift Dryad 37 Fey
Majestic Denizen 37 Outsider, Helleskrieg, Aberration
Marionette Spider 37 Vermin
Moungean 37 Aberration
Mountain Turtle 37 Threat Magical Beast, Monstrosity
Mountaintop Great Toad 37 Legend Magical Beast, Monstrosity
Primordial Hydra 37 Shooter Magical Beast
Ruptured Anaxim 37 Construct, Prodigy, Outsider
Scintillating Djinn 37 Outsider
Shadowed Zombie Parts 37 Minion Undead
Solarian Waspine Slayer 37 Heavy Aberration, Outsider
Somber Crool Ruffian 37 Heavy Humanoid
Sprinting Devilsaur 37 Threat Magical Beast, Legendary, Monstrosity
Starburned Varmint 37 Aberration, Disease, Vermin
Starburned Zombie 37 Undead
Stygian Gloom 37 Humanoid
Summoned Monster CR 37 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Slumberer 37 Outsider, Helleskrieg, Aberration
Tempestuous Chichimec 37 Outsider, Air
True Pinioned Helleskrieg 37 Outsider, Aberration

CR 38

Creature Name CR Role Type
CR 38 Blueprint Lore CR 38 Blueprint CR 38 Blueprint CR 38 Blueprint
Atropal Dominator 38 Outsider, Undead
Bahairim Demagogue 38 Legend Aberration, Construct, Devil, Prodigy
Darkened Varmint Swarm 38 Aberration, Disease, Vermin
Demi-Lich Despot 38 Tank Undead
Gibbering Sea 38 Aberration
Gorge Fly 38 Heavy Vermin, Monstrosity
Havok Grub 38 Shooter Vermin, Monstrosity
Helleskrieg Worldshadow 38 Outsider, Aberration
Hellknight Lord 38 Outsider, Skeleton, Undead
Ironbark Treant 38 Plant
Juggernaught Python 38 Legend Magical Beast, Monstrosity, Great Ophidian
King Silverback 38 Legend Magical Beast, Monstrosity, Great Ape
Leviathan Kraken 38 Legend Magical Beast, Monstrosity
Majestic Pinioned Helleskrieg 38 Outsider, Aberration
Mithril Manacle Golem 38 Heavy Construct
Neh-Thalggu Terror 38 Aberration
Orphari 38 Aberration
Ossangral 38 Aberration
Phane Invariant 38 Outsider
Sirrush Stone-Ripper 38 Legend Magical Beast, Monstrosity
Solarian Waspine Sage 38 Tank Aberration, Outsider
Solarian Waspine Thesauriarch 38 Shooter Aberration, Outsider
Somber Crool Agitator 38 Killer Humanoid
Spiteful Phaethon 38 Threat Outsider, Fire
Summoned Monster CR 38 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Superior Wormking 38 Outsider, Helleskrieg, Aberration
True Slumberer 38 Outsider, Helleskrieg, Aberration

CR 39

Creature Name CR Role Type
CR 39 Blueprint Lore CR 39 Blueprint CR 39 Blueprint CR 39 Blueprint
Aphotic Gloom 39 Humanoid
Cerberus Wall-Crusher 39 Legend Magical Beast, Monstrosity
Chilled Zombie Parts 39 Minion Undead
Faceted Djinn 39 Outsider
Frostburned Zombie 39 Undead
Helleskrieg Lord 39 Outsider, Aberration
Hyperboreal Xixecal 39 Outsider
Infernal Master 39 Outsider
Leviathan 39 Threat Magical Beast, Monstrosity
Majestic Slumberer 39 Outsider, Helleskrieg, Aberration
Moonsting Scorpion 39 Killer Vermin, Monstrosity
Mortiferous Apocalypse Slime 39 Ooze
Plane-Creeper Centipede 39 Sneak Vermin, Monstrosity
Septiloc 39 Aberration
Sky Tyrant Wyrm-Killer 39 Legend Magical Beast, Monstrosity, Great Avian
Smashed Anaxim 39 Construct, Prodigy, Outsider
Solarian Waspine Champion 39 Heavy Aberration, Outsider
Solarian Waspine Initiarch 39 Leader Aberration, Outsider
Somber Crool Dignitary 39 Leader Humanoid
Starblind Greater Worm 39 Magical Beast, Monstrosity
Summoned Monster CR 39 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Sun-Eater Spider 39 Vermin, Monstrosity
Superior Worldshadow 39 Outsider, Helleskrieg, Aberration
Three Crowned Beast 39 Threat Magical Beast, Monstrosity
Tide-Bringer Eel 39 Legend Magical Beast, Monstrosity, Great Eel
Titan Beetle 39 Tank Vermin, Monstrosity
True Wormking 39 Outsider, Helleskrieg, Aberration
Umbral Blot 39 Construct
Voidscarred Varmint 39 Aberration, Disease, Vermin

CR 40

Creature Name CR Role Type
CR 40 Blueprint Lore CR 40 Blueprint CR 40 Blueprint CR 40 Blueprint
Adamantine Hook Golem 40 Heavy Construct
Alpha Strain Zombie Beast 40 Undead
Atropal Mentor 40 Outsider, Undead
Caller in the Darkness 40 Protean
Crowned Djinn 40 Outsider, Djinn
Dawn Wasp 40 Killer Vermin, Monstrosity
Garuda Bird 40 Magical Beast
Genius Loci 40 Threat Ooze
Hecatoncheires 40 Threat Outsider
Helleskrieg Superior Lord 40 Outsider, Aberration
Helleskrieg Tyrant 40 Outsider, Aberration
Lunar Moth 40 Threat Vermin, Monstrosity
Majestic Wormking 40 Outsider, Aberration, Helleskrieg
Malignant Phaethon 40 Threat Outsider, Fire
Medusa Stonemaiden 40 Monstrous Humanoid
Pestilential Zombie Legion 40 Troop, Undead
Petrified Treant 40 Plant, Monstrosity
Phane Chronicler 40 Outsider
Pinioned Chichimec 40 Outsider, Air
Primordial Phage 40 Undead, Incorporeal
Ruin Swarm 40 Swarm
Solarian Waspine Andromach 40 Threat Aberration, Outsider
Solarian Waspine Prince 40 Killer Aberration, Outsider
Sphinx 40 Threat Magical Beast
Starburned Varmint Swarm 40 Aberration, Disease, Vermin
Summoned Monster CR 40 Lore

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

Summoned Monster  (CR )

Alignment: As Caster – Size: Medium – Type: Outsider

Perception:
-1 -11
Passive Active
Creature Health
0 0 0
Hit Points Bloodied Hit Dice
Saving Throws
Fort: 0
Refl: -5
Will: -5

Senses:

Movement Types:

  • Walk 30 ft.
  • additional move types per summon spell

Skills:

  • All skills: +-11

Feats:

  • none

Languages:

  • Able to understand, but not speak, one language the summoner knows at the Native fluency.


Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+0
Sword Icon 3.png
Man Off
-12
Sword Icon 3.png
AC
Shield Icon 3.png
0
Man Def
Shield Icon 3.png
0

Standard Attack (Melee):

Full Attack (Melee):

Standard Attack (Ranged):

  • none

Full Attack (Ranged):

  • none

Special Abilities

Obedient (Ex) Always On
A Summoned Monster always looks to its summoner for direction. As a result of this obedience, a summoned monster only has one standard action per round, but, its summoner may always 'gift' it one of either a Standard, Move, or Swift action, at the expense of giving up their own Standard, Move, or Swift action (respectively) in return. A Summoned Monster may trade down its own Standard action for a Move action or a Swift action as normal, and indeed, this is how a Summoned Monster usually takes move actions.

A Summoned Monster may take a 5-Foot Step in any round in which it does not use a Move Action to move.

A Summoned Monster has no sense of self preservation, existing only to help their summoner. As a result, they will take actions that are harmful to them, such as triggering traps, moving to provoke attacks of opportunity, or leaping into bottomless pits of doom, without hesitation.

Summoned Strike (Ex) Standard Action
Once per round as a standard action, a Summoned Monster may perform a Summoned Strike. This is a melee attack which never provokes attacks of opportunity. (The exact details and special effects of the attack are left to the player and referee to work out, but it should be a thematic 'fit' with the creature's appearance.) Summoned Strike cannot be used as a ranged attack, unless the summoner has some means of altering the power to do so.

Summoned Strike affects a single enemy creature, hits automatically, and inflicts 0 points of bludgeoning (physical, common) damage per attack. Affected creatures are allowed to make a Fort save against a DC of 0 to take half damage.

Be sure to stand in the right place...

Summoned Monster (CR )

A Summoned Monster is an ally creature created, or summoned, or coerced, into existence when a Summon Monster spell (and all related summoning abilities) are used. A Summoned Monster can have nearly any appearance, as the summoning creature (player) is allowed to define what their preferred ally looks like, how it acts, and how it comports itself.

Some summoned monsters may look like swarms of insects, forest creatures, or even trees and bushes. Others look like noble stags, moose, or other sylvan creatures. Yet others look like fanciful silver-frosted great wolves, or ghostly tigers, red-eyed bulls, or terrifying eagles of ice. Summoned monsters can look like mundane monsters, such as standard-seeming orcs, obedient goblins, or helpful ogres. Yet others look like glowing outlines of celestial beings, inky blots of smoky darkness, gold-plated statues, animated chairs, masses of tentacles, rolling wheels full of eyes, scarecrows, or any of a thousand other forms.

In general, the player and the referee should decide together on the summoned creature's appearance. If the player wants to have a 'signature' creature that they always summon, that is perfectly allowed, or they can allow the GM to assign the appearance of the summoned monster every time it shows up. In all cases, no matter the appearance, a summoned monster ALWAYS has ONLY the powers and abilities ascribed to it by the write-up below. Summoning a Roc does not mean the creature is vast and able to fly, unless the summoner has some way of giving the creature those characteristics. Mechanically, every summoned monster has access to the same attacks and abilities. Without using feats or other modifiers, all summoned monsters of a given CR, no matter their appearance, have the same combat efficacy.

Combat Tactics

Summoned Monsters always act as faithful allies of their Summoner, and if not actively directed, will always work for the best interests of their Summoner, based upon their (possibly limited) information about what their Summoner needs. They will typically move into combat fearlessly, provoking attacks of opportunity and working to set up flanks, or block attackers from moving freely. As a free action, their summoner may direct them in what they should do.

If they cannot reach melee in a single move, they will usually charge the nearest foe, or convert their standard action to a move action to move in (if they cannot perform a charge) to interpose themselves between their summoner and danger.

Out of Combat

Summoned Monsters typically do not exist outside of combat, but if abilities are used to make them do so, they are friendly, helpful, but essentially mute. Even if they do possess useful knowledge or information, they typically cannot speak so they are unable to impart it. They only exist to aid their summoner in battle.

Rewards

This creature does not award any experience points (XP) or treasure when defeated.

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