Bestiary

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{{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

CR 9

Creature Name CR Role Type
CR 9 Blueprint Lore CR 9 Blueprint CR 9 Blueprint CR 9 Blueprint
Achaierai 9 Outsider
Agony Wasp Swarm 9 Swarm, Vermin
Barghest 9 Outsider, Protean
Blustery Smoke Monster 9 Outsider, Air
Bugbear Biter 9 Fey
Bulette Lore 9 Threat Magical Beast
Bulette Pup Lore 9 Magical Beast
Cave Troll Lore 9 Monstrous Humanoid
Cave Turtle 9 Animal
Centaur Militant 9 Monstrous Humanoid
Crawling Zombie 9 Undead
Dire Bear Lore 9 Heavy Animal
Dire Crocodile 9 Animal
Dire Shark 9 Animal
Doppelganger Enforcer Lore 5 Protean
Drow Consort Lore 6 Fey
Dull-Eyed Troglodyte 9 Humanoid
Elder Tojanida 9 Outsider
Gargant Earthmover 9 Vermin
Gargoyle Lore 9 Humanoid
Giant Squid 9 Animal
Giant Stag Beetle 9 Vermin
Girallon 9 Magical Beast
Gnoll War Fang Lore 11 Monstrous Humanoid
Greater Air Elemental Lore 17 Outsider
Greater Earth Elemental Lore 18 Outsider
Greater Fire Elemental Lore 19 Killer Outsider
Greater Water Elemental Lore 17 Outsider
Grimlock Autarch 9 Monstrous Humanoid
Huge Gelatinous Cube 9 Threat Ooze
Hobgoblin Torturer Lore 8 Fey
Illonquin 9 Aberration
Kilmaven 9 Aberration
Maphic Xorn 9 Outsider
Mastodon 9 Animal
Meliad Nymph 9 Fey
Mohrg Lore 9 Undead
Monstrous Scorpion 9 Vermin
Mordant Hydra 9 Shooter Magical Beast
Primitive Mammoth 9 Animal
Razor Grass Lore 9 Swarm Plant
Roc 9 Animal
Sahuagin Zealot 9 Aberration
Salamander Flamebrother 9 Outsider
Sewer Rat 9 Disease, Vermin
Shallow Delver 9 Aberration
Shield Guardian Parapet 9 Construct
Souterraine Voyeur 9 Magical Beast
Stalking Zombie Parts 9 Minion Undead
Stinging Ant Migration 9 Swarm, Vermin
Stirge Swarm 9 Swarm, Vermin
Summoned Monster CR 9 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.


Tomb Servitor 9 Heavy Undead, Mummy
Vampire Thrall Lore 9 Heavy Humanoid
Velociraptor 9 Animal, Dinosaur
Voracious Ghoul 9 Undead
Vrock 9 Outsider, Demon
Wererat Turncoat 9 Protean, Lycanthrope
Wight Lore 9 Undead
Young Rust Monster Swarm 9 Swarm, Magical Beast

CR 10

Creature Name CR Role Type
CR 10 Blueprint Lore CR 10 Blueprint CR 10 Blueprint CR 10 Blueprint
Aboleth Mite Lore 10 Aberration
Ankheg Queen 10 Magical Beast
Annis Hag 10 Monstrous Humanoid, Fey
Bebilith 10 Outsider, Demon
Bog Rat Swarm 10 Disease, Swarm, Vermin
Bugbear Bitcher 10 Fey
Brachiosaurus 10 Animal, Dinosaur
Clay Golem Lore 10 Construct
Cunning Ogre Lore 10 Humanoid
Cyclops 10 Heavy Monstrous Humanoid
Deep Reef Sea Cat 10 Magical Beast, Aquatic
Dire Tiger Lore 10 Animal
Doppelganger Overseer Lore 7 Protean
Drow Subjugator Lore 10 Fey
Duergar Digger 10 Humanoid
Elephant 10 Animal
Fawn Stag 10 Legend Animal, Fey
Formian Warrior 10 Aberration, Vermin
Ettin Exile Lore 8 Heavy Humanoid
Giant Constrictor Snake Lore 10 Magical Beast
Hill Giant Scrounger Lore 6 Humanoid
Hobgoblin Deceiver Lore 12 Fey
Hunchbacked Troll 10 Monstrous Humanoid
Intellect Devourer Confounder 10 Aberration
Large Animated Object 10 Construct
Large Monstrous Centipede 10 Vermin
Locust Swarm 10 Swarm
Medusa 10 Monstrous Humanoid
Moryo Oni Lore 10 Monstrous Humanoid
Naga Cultist 10 Monstrous Humanoid
Neglip 10 Aberration
Orc Centurion Lore 16 Humanoid
Orc Warlord Lore 20 Heavy Humanoid
Pitch Scrub Treant 10 Plant
Rabid Wolverine 10 Heavy Animal
Rot Fly Implanter 10 Vermin
Satyr Pursuer 10 Fey
Scarp Buffalo 10 Heavy Animal
Scorpionfolk Nomad 10 Monstrous Humanoid
Scrank 10 Aberration
Sinstitch Scrap 10 Minion Construct, Prodigy, Tattered
Spotted Shocker Lizard 10 Magical Beast
Starveling Cockatrice 10 Magical Beast
Summoned Monster CR 10 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.


Symphonic Wasp 10 Vermin
Tau Strain Zombie Beast 10 Undead
Thunder Drake Lore 18 Magical Beast
Town Guard Squadron Lore Town Guard Squadron Town Guard Squadron Town Guard Squadron
Tundra Yeti 10 Monstrous Humanoid
Vampire Dilettante Lore 8 Undead
War Pig 10 Animal, Boar
Werebear Bruin 10 Heavy Protean, Lycanthrope

CR 11

Creature Name CR Role Type
CR 11 Blueprint Lore CR 11 Blueprint CR 11 Blueprint CR 11 Blueprint
Abiding Gargoyle 11 Monstrous Humanoid
Anopheles Stirge 11 Vermin
Azer Flashfire 11 Outsider, Troop
Babau 11 Outsider, Demon
Barbed Devil 11 Outsider, Devil
Berva 11 Aberration
Bile Zombie 11 Undead
Blade Spider Lore 11 Vermin
Centaur Auspex 11 Monstrous Humanoid
Common White Dragon Lore 11 Threat Dragon
Cruel Ogre Lore 13 Humanoid
Daghed 11 Aberration
Decaying Xill 11 Outsider
Delirious Allip 11 Outsider
Doppelganger Feeder Lore 9 Killer Protean
Drider Prototype Lore 7 Heavy Aberration
Drow Aggressor Lore 11 Humanoid
Elder Air Elemental 11 Outsider
Elder Earth Elemental 11 Outsider
Elder Fire Elemental 11 Outsider
Elder Water Elemental 11 Outsider
Ettin Bonebreaker Lore 11 Heavy Monstrous Humanoid
Fetid Mound Lore 11 Plant
Forest Rhinoceros 11 Animal
Frenzied Maenad 11 Humanoid
Gargant Dissolver 11 Vermin
Gory Zombie Parts 11 Minion Undead
Green Slime 11 Ooze
Hezrou 11 Outsider, Demon
Hill Giant Lore 9 Humanoid
Hirsute Troglodyte 11 Humanoid
Hobgoblin Scourge Lore 16 Fey
Horned Owlbear 11 Magical Beast
Janissary Skeleton Lore 11 Undead
Legion Devil Lore 11 Outsider
Leonine Lamia 11 Aberration
Littoral Kelpie 11 Fey, Elf
Minotaur Lore 11 Monstrous Humanoid
Naga Malison Lore 11 Monstrous Humanoid
Nessian Hellhound 11 Outsider
Odious Scorpion 11 Vermin
Polar Bear 11 Heavy Animal
Prairie Turtle 11 Animal
Red Dromite 11 Vermin
Sable Wraith 11 Undead, Incorporeal
Sahuagin Officiant 11 Aberration
Sanguine Souterraine 11 Magical Beast
Screeching Harpy 11 Monstrous Humanoid
Secretive Ghoul 11 Undead
Shambling Mound Highbough 11 Plant
Shield Guardian Bulwark 11 Construct
Silent Wight 11 Sneak Undead
Sinstitch 11 Construct, Prodigy, Tattered
Sire Rat 11 Leader Disease, Monstrosity, Vermin
Summoned Monster CR 11 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.


Swamp Rat 11 Disease, Monstrosity, Vermin
Snowy Dragonborn Lore 11 Monstrous Humanoid
Token Archon 11 Outsider
Turbulent Smoke Monster 11 Outsider, Air
Uranian Nymph 11 Fey
Weeping Carrion Mummy 11 Killer Undead, Mummy
Werewolf Fenrir 11 Protean, Lycanthrope

CR 12

Creature Name CR Role Type
CR 12 Blueprint Lore CR 12 Blueprint CR 12 Blueprint CR 12 Blueprint
Alabaster Yeti 12 Monstrous Humanoid
Aranea Lore 12 Magical Beast
Armored Ogre Lore 15 Tank Humanoid
Blackgrove Treant 12 Plant
Bog Troll 12 Monstrous Humanoid
Bugbear Bastard 12 Sneak Fey
Caustic Walker 12 Magical Beast (digester)
Centaur Khan 12 Magical Beast
Chuul Lore 12 Aberration
Cliff Buffalo 12 Heavy Animal
Clockwork Auditor 12 Construct
Common Black Dragon Lore 12 Threat Dragon
Devourer 12 Undead, Outsider
Divergent Chimera 12 Magical Beast
Drow Militant Lore 16 Fey
Ethereal Marauder 12 Aberration, Outsider
Famished Stirge Swarm 12 Swarm, Vermin
Formian Commando 12 Aberration, Vermin
Ghost of the Crossroads 12 Undead, Incorporeal
Giant Implacable Wolverine 12 Heavy Animal
Gorgon 12 Magical Beast
Greater Barghest 12 Outsider, Protean
Griffon 12 Magical Beast
Guardian Naga 12 Magical Beast
Heavy War Horse 12 Animal
Inferno Skeleton Lore 12 Undead
Intellect Devourer Controller 12 Aberration
Karchor 12 Aberration
Large Gruesome Centipede 12 Vermin
Lash Wasp Swarm 12 Swarm, Vermin
Leaking Zombie Parts 12 Minion Undead
Leaping Stag 12 Legend Animal, Fey
Odiferous Otyugh 12 Aberration
Riptooth Worg 12 Magical Beast
Salamander Accelerant 12 Outsider
Satyr Horn-Herald 12 Fey
Scorpionfolk Hunter 12 Monstrous Humanoid
Shadow Mastiff Lore 12 Outsider
Sodden Zombie 12 Undead
Stone Golem Lore 12 Heavy Construct
Sewer Rat Swarm 12 Disease, Monstrosity, Vermin
Summoned Monster CR 12 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.


Swarm of Darkness Lore Swarm of Darkness Swarm of Darkness Swarm of Darkness
Tundra Mammoth 12 Animal
Tyrannosaurus Lore 12 Animal
Urbrill 12 Aberration
Vampire Thrall Toady Lore 12 Heavy Humanoid
Wild Elf Visitor 12 Fey
Wyvern 12 Magical Beast
Xorn Monument 12 Outsider
Zombie Horde Lore Zombie Horde Zombie Horde Zombie Horde

CR 13

Creature Name CR Role Type
CR 13 Blueprint Lore CR 13 Blueprint CR 13 Blueprint CR 13 Blueprint
Azer Bedlamite 13 Outsider, Fire
Banded Shocker Lizard 13 Magical Beast
Burrowing Turtle 13 Animal
Celestial Charger Unicorn 13 Magical Beast
Common Green Dragon Lore 13 Threat Dragon
Cutter Ant Incursion 13 Swarm, Vermin
Destrachan 13 Magical Beast
Domesticated Minotaur 13 Monstrous Humanoid
Doppelganger Dictator Lore 12 Protean
Drafty Smoke Monster 13 Outsider, Air
Dragon Turtle 13 Tank Dragon
Drider Husk Harvester Lore 13 Heavy Aberration
Duergar Prospector 13 Humanoid
Dust-Shroud Mummy 13 Sneak Undead, Mummy
Ettin Rockcaller 13 Heavy Monstrous Humanoid
Exalted Air Elemental 13 Outsider
Exalted Earth Elemental 13 Outsider
Exalted Fire Elemental 13 Outsider
Exalted Water Elemental 13 Outsider
Fen Hydra Lore 13 Shooter Magical Beast
Firebrother Troglodyte 13 Humanoid
Gargant Soldier 13 Vermin
Ghaele Azata 13 Outsider
Giant Rhinoceros Beetle 13 Vermin
Giant Venomous Snake 13 Magical Beast
Glabrezu 13 Outsider, Demon
Greater White Dragon 13 Threat Dragon
Grizzly Bear 13 Heavy Animal
Haggard Cockatrice 13 Magical Beast
Hannya Oni Lore 13 Monstrous Humanoid
Harmonic Wasp 13 Vermin
Hill Giant Warrior Lore 12 Humanoid
Huge Elephant 13 Animal
Ice Devil 13 Outsider, Devil
Maimed Zombie Parts 13 Minion Undead
Manticore 13 Magical Beast
Melpomenean Nymph 13 Fey
Needle Scorpion 13 Vermin
Ogre Brute Lore 18 Humanoid
Plains Renkir 13 Magical Beast (Grey Render)
Puppeteer Flesh Harrower 13 Magical Beast
Putrid Zombie 13 Undead
Ravenous Ghoul 13 Undead
Regal Medusa 13 Monstrous Humanoid
Remorhaz 13 Magical Beast
Repulsive Ochre Jelly Lore 13 Ooze
Rot Fly Propagator Lore 13 Vermin
Sahuagin Chanter 13 Aberration
Salamander 13 Outsider
Sea Hag 13 Monstrous Humanoid, Fey
Septic Rat 13 Disease, Monstrosity, Vermin
Shadow Lore 13 Undead
Skeleton Myrmidon 13 Undead
Skum 13 Aberration
Soulspliced Scrap 13 Minion Construct, Prodigy, Tattered
Souterraine Garrotte 13 Magical Beast
Sparkling Astral Construct 13 Construct, Outsider
Stone Giant Surveyor 13 Monstrous Humanoid
Sulk 13 Aberration
Summoned Monster CR 13 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.


Thought Slayer 13 Outsider
Tomb Spider 13 Vermin
Udoroot 13 Plant
Unending Gargoyle 13 Monstrous Humanoid
Vampire Nosferatu Lore 17 Undead
Viridian Sea Cat 13 Magical Beast, Aquatic
War Pig Herd 13 Animal, Boar, Troop
Werebear Ursa 13 Heavy Protean, Lycanthrope
Winter Wolf 13 Outsider
Zarr Observer 13 Aberration

CR 14

Creature Name CR Role Type
CR 14 Blueprint Lore CR 14 Blueprint CR 14 Blueprint CR 14 Blueprint
Acrid Caustic Walker 14 Magical Beast (Digester)
Aranea Slavetaker 14 Magical Beast, Protean
Astral Deva 14 Outsider
Athach Heaver 14 Heavy Monstrous Humanoid
Barrow Wight 14 Undead
Baying Hound 14 Aberration
Behir Lore 14 Magical Beast
Bison 14 Heavy Animal
Bugbear Butcher 14 Fey
Cliff Harpy 14 Monstrous Humanoid
Common Blue Dragon Lore 14 Threat Dragon
Deepthorn Treant 14 Plant
Dragonne 14 Dragon
Drow Strategist Lore 14 Leader Fey
Duergar Vicar 14 Humanoid
Ebon Wraith 14 Undead
Ember-Eyed Hellhound 14 Outsider
Erinyes 14 Outsider, Devil
Eroding Xill 14 Outsider
Evolved Chimera 14 Magical Beast
Forest Giant Gatherer 14 Monstrous Humanoid
Formian Veteran 14 Heavy Aberration, Vermin
Furious Maenad 14 Humanoid
Gallow Tree 14 Plant
Gargantuan Gelatinous Cube 14 Threat Ooze
Giant Crocodile 14 Heavy Animal
Giant Unstoppable Wolverine 14 Heavy Animal
Gibbering Mouther Lore 14 Aberration
Glimmering Astral Construct 14 Construct, Outsider
Greater Black Dragon 14 Threat Dragon
Hill Giant Brute Lore 15 Humanoid
Huge Monstrous Centipede 14 Vermin
Intellect Devourer Befuddler 14 Aberration
Kodiak Owlbear 14 Magical Beast
Living Breath Weapon Lore 14 Outsider
Nalfeshnee 14 Outsider, Demon
Ogre Chieftain 14 Heavy Monstrous Humanoid
Pelagic Kelpie 14 Fey, Elf
Purple Worm Lore 14 Heavy Magical Beast
Racing War Horse 14 Animal
Rakshasa Kilic 14 Outsider, Native
Rhinoceros 14 Animal
Satyr Huntsman 14 Fey
Scorpionfolk Dunerunner 14 Monstrous Humanoid
Soulspliced 14 Construct, Prodigy, Tattered
Summoned Monster CR 14 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.


Swamp Rat Swarm 14 Disease, Monstrosity, Vermin
Stone Giant 14 Monstrous Humanoid
Storm Yeti 14 Monstrous Humanoid
Succubus 14 Outsider, Demon
Suntermaw Lore 14 Aberration
Tresdri 14 Aberration
Troll Berserker Lore 16 Humanoid
Trumpet Archon 14 Outsider
Vampire Bruxa Lore 14 Undead
Vampire Thrall Sycophant Lore 14 Heavy Humanoid
Werewolf Alpha 14 Protean, Lycanthrope
White Stag 14 Legend Animal, Fey
Wild Elf Intruder 14 Fey

CR 15

Creature Name CR Role Type
CR 15 Blueprint Lore CR 15 Blueprint CR 15 Blueprint CR 15 Blueprint
Aboleth Progeny 15 Aberration
Azer Psycho 15 Outsider, Fire
Bahairim Torturer 15 Heavy Aberration, Construct, Devil, Prodigy
Blazespawn Dragonborn Lore 15 Monstrous Humanoid
Blazespawn Dragonborn Minion Lore Blazespawn Dragonborn Minion Blazespawn Dragonborn Minion Blazespawn Dragonborn Minion
Bone Naga 15 Magical Beast
Bugbear Bomber 15 Fey
Cawtrid Lore 15 Aberration
Claw-Marked Tyrannosaurus 15 Animal
Cobra Maiden 15 Tank Undead, Mummy
Common Red Dragon Lore 15 Villain Dragon
Creusan Nymph 15 Fey
Cryptic Ghoul 15 Undead
Death Knight Squire 15 Undead
Dire Kodiak 15 Heavy Animal
Doppelganger Harvester Lore 15 Protean
Dragloth Lore 9 Fey
Drider Embodiment 15 Heavy Aberration
Dromite Devourer 15 Vermin
Drow Fencer Lore 18 Fey
Drowned Zombie 15 Undead
Ettin Landshaker 15 Heavy Monstrous Humanoid
Exhuding Smoke Monster 15 Outsider, Air
Fearsome White Dragon 15 Threat Dragon
Forest Giant 15 Monstrous Humanoid
Frenetic Allip 15 Outsider
Frenzy Wasp Swarm 15 Swarm, Vermin
Frost Giant Scout Lore 10 Humanoid
Gargant Breacher Drone 15 Aberration, Vermin
Gargoyle Observer 15 Monstrous Humanoid
Gaw 15 Aberration
Ghost 15 Undead, Incorporeal
Goliath Stirge Lore 15 Vermin
Gorgon Patriarch 15 Magical Beast
Greater Green Dragon 15 Threat Dragon
Hermit Spider 15 Vermin
Hill Giant Beast Tamer Lore 17 Humanoid
Huge Animated Object 15 Construct
Iron Golem 15 Heavy Construct
Light Destrier 15 Animal
Loess Jann 15 Outsider
Mangled Zombie Parts 15 Minion Undead
Memory Moss 15 Plant
Minotaur Gladiator 15 Monstrous Humanoid
Potent Air Elemental 15 Outsider
Potent Earth Elemental 15 Outsider
Potent Fire Elemental 15 Outsider
Potent Water Elemental 15 Outsider
Pustulith Lore 15 Outsider
Rakshasa 15 Monstrous Humanoid
Razor Boar 15 Magical Beast
Regal Griffon 15 Magical Beast
Sahuagin Haruspex 15 Aberration
Salamander Noble 15 Outsider
Scarred Rat 15 Disease, Monstrosity, Vermin
Serrated Scorpion 15 Vermin
Shambling Mound Germinator 15 Plant
Shield Guardian Bastion 15 Construct
Sigma Strain Zombie Beast 15 Undead
Sommartid Dryad 15 Fey
Souterraine Severer Lore 15 Magical Beast
Stone Giant Herder 15 Monstrous Humanoid
Summoned Monster CR 15 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.


Swamp Turtle 15 Animal
Troglodyte Primitive 15 Humanoid
Vampire Strigoi Lore 11 Undead
Wooly Mammoth 15 Animal
Xorn Pylon 15 Outsider

CR 16

Creature Name CR Role Type
CR 16 Blueprint Lore CR 16 Blueprint CR 16 Blueprint CR 16 Blueprint
Aboleth Augur 16 Aberration
Anmo Oni 16 Monstrous Humanoid
Aranea Skintrader 16 Magical Beast, Protean
Ash Troll 16 Monstrous Humanoid
Astringent Green Slime Lore 16 Ooze
Athach Smasher 16 Heavy Monstrous Humanoid
Blazing Remorhaz 16 Magical Beast
Bugbear Big Boss 16 Fey
Bull Elephant 16 Animal
Corona Medusa 16 Monstrous Humanoid
Coronach 16 Aberration
Corrosive Caustic Walker 16 Magical Beast (digester)
Crazy Ant Onslaught 16 Swarm, Vermin
Dread Wraith 16 Undead, Incorporeal
Drow Toxicant Lore 21 Fey
Duergar Quartermaster Lore 16 Humanoid
Fearsome Black Dragon 16 Threat Dragon
Flashing Astral Construct Lore 16 Construct
Flesh Parody Golem 16 Heavy Construct
Forest Buffalo 16 Heavy Animal
Forest Giant Raider 16 Monstrous Humanoid
Formian Taskmaster 16 Leader Aberration, Vermin
Frost Giant Lore 12 Humanoid
Greater Blue Dragon 16 Threat Dragon
Green Hag 16 Monstrous Humanoid, Fey
Hellcat 16 Outsider, Devil
Hezrou 16 Outsider, Demon
Hill Giant Shaman Lore 19 Humanoid
Hindrell 16 Aberration
Huge Gruesome Centipede Lore 16 Vermin
Insatiable Cockatrice 16 Magical Beast
Jungle Renkir Lore 16 Magical Beast
Keening Destrachan 16 Magical Beast
Lich Lore 16 Tank Undead
Mottled Shocker Lizard 16 Magical Beast
Performing Minotaur 16 Monstrous Humanoid
Rakshasa Mushir 16 Outsider, Native
Rot Fly Piercer 16 Vermin
Sable Stag 16 Legend Animal, Fey
Satyr Diviner 16 Fey
Septic Rat Swarm 16 Disease, Monstrosity, Vermin
Scorpionfolk Stormcaller 16 Monstrous Humanoid
Scythe Tree 16 Plant
Skintailor Scrap 16 Minion Construct, Prodigy, Tattered
Soothing Wasp Lore 16 Vermin
Stone Giant Bear Handler 16 Monstrous Humanoid
Summoned Monster CR 16 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.


Tenacious Stirge Swarm 16 Swarm, Vermin
Temporal Filcher 16 Aberration
Thistle Sage Treant 16 Plant
Warped Chimera 16 Magical Beast
Wild Elf Interloper 16 Fey
Yeti Albino 16 Monstrous Humanoid

CR 17

Creature Name CR Role Type
CR 17 Blueprint Lore CR 17 Blueprint CR 17 Blueprint CR 17 Blueprint
Aboleth Lasher Lore 17 Heavy Aberration
Abyssal Kelpie 17 Fey, Elf
Ageless Gargoyle 17 Monstrous Humanoid
Arethusan Nymph 17 Fey
Azer Lunatic 17 Outsider, Fire
Banshee 17 Undead, Ghost, Incorporeal
Barbed Manticore 17 Magical Beast
Bearded Devil Lore 17 Outsider
Cave Owlbear 17 Heavy Magical Beast
Chaos Beast Lore 17 Aberration
Colossal Spider Lore 17 Vermin
Coquina Jann 17 Outsider
Corpulent Black Pudding 17 Heavy Ooze
Deathknight Armsman Lore 17 Undead
Dire Polar Bear 17 Heavy Animal, Monstrosity
Dire Turtle 17 Animal, Monstrosity
Dire Wight 17 Undead
Drider Freak 17 Heavy Aberration
Dromite Plague-Singer 17 Leader Vermin
Electric Behir 17 Magical Beast
Ephagis Soul-Eater 17 Aberration
Ettin Stonefather 17 Leader Monstrous Humanoid
Fearsome Green Dragon 17 Threat Dragon
Feral Minotaur 17 Legend Monstrous Humanoid
Fire Giant Picker Lore 13 Humanoid
Forest Giant Bear Guide 17 Monstrous Humanoid
Frost Giant Reaver Lore 14 Humanoid
Giant Deadly Wolverine 17 Legend Animal, Monstrosity
Girallon Silverback 17 Magical Beast
Glinting Astral Construct 17 Construct, Prodigy, Outsider
Greater Red Dragon 17 Villain Dragon
Heavy Destrier 17 Animal, Horse
Hill Giant Chieftain Lore 21 Humanoid
Incandescent Hellhound 17 Outsider
Intellect Devourer Enslaver 17 Aberration
Jade Scarab Swarm 17 Vermin, Undead
Killer Souterraine 17 Magical Beast
Leatherwing Wyvern 17 Magical Beast
Leonal 17 Sneak Animal, Great Cat
Marred Rat 17 Disease, Monstrosity, Vermin
Puissant Air Elemental 17 Outsider
Puissant Earth Elemental 17 Outsider
Puissant Fire Elemental 17 Outsider
Puissant Water Elemental 17 Outsider
Rabid Maenad 17 Humanoid
Ragged Scorpion 17 Sneak Vermin
Raptor Harpy 17 Killer Monstrous Humanoid
Sahuagin Fanatic 17 Aberration
Salt Zombie Lore 17 Undead
Savage White Dragon 17 Threat Dragon
Scarab-Plague Mummy Lore 17 Villain Undead
Scattered Zombie Parts Lore 17 Minion Undead
Skintailor 17 Construct, Prodigy, Tattered
Squalid Otyugh 17 Aberration
Stone Giant Warrior 17 Monstrous Humanoid
Summoned Monster CR 17 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.


Sylvan Hydra 17 Shooter Magical Beast
Troglodyte Mouthbreather 17 Heavy Humanoid
Venting Smoke Monster 17 Outsider, Air
Violet Worm 17 Heavy Magical Beast
Vrock 17 Outsider, Demon
Woolly Rhinoceros 17 Animal
Xill Despoiler 17 Outsider

CR 18

Creature Name CR Role Type
CR 18 Blueprint Lore CR 18 Blueprint CR 18 Blueprint CR 18 Blueprint
Aboleth Diviner 18 Aberration
Aranea Silklord Lore 18 Magical Beast
Argent Locathah 18 Outsider
Assassin Tree Lore 18 Heavy Plant
Athach Brother 18 Heavy Monstrous Humanoid, Giant
Attendant Vampire Thrall 18 Heavy Humanoid
Bahairim Sadist Lore 18 Heavy Construct
Chain Devil 18 Outsider, Devil
Cave Mammoth 18 Animal
Dark Naga 18 Sneak Magical Beast, Aberration
Doppelganger Consul Lore 18 Leader Protean
Drow Conspirator Lore 25 Humanoid
Ebon Dragloth Lore 17 Fey
Fearsome Blue Dragon 18 Threat Dragon
Fire Gargant 18 Vermin
Fire Giant Lore 15 Humanoid
Forest Giant Savage 18 Monstrous Humanoid
Frost Giant Ursus 18 Monstrous Humanoid
Gargantuan Monstrous Centipede 18 Heavy Vermin
Giant Hercules Beetle 18 Vermin, Monstrosity
Golden Stag 18 Legend Animal, Fey
Greater Abyssal Basilisk 18 Outsider, Magical Beast
Greater Shadow Lore 18 Shooter Undead
Hungered Wendigo 18 Protean
Impaler Wasp Swarm 18 Swarm, Vermin
Infested Treant Lore 18 Legend Plant
Maddened Tyrannosaurus 18 Legend Animal, Monstrosity
Marilith 18 Killer Aberration, Outsider, Demon
Mountain Buffalo 18 Animal, Monstrosity
Naphrogor 18 Aberration
Ogre Sage 18 Monstrous Humanoid
Ophidian Lamia 18 Aberration, Vermin
Pungent Caustic Walker 18 Magical Beast
Rakshasa Ferik 18 Outsider, Native
Razor Boar Herd 18 Animal, Boar, Troop
Rimejaw Wolf 18 Outsider
Savage Black Dragon 18 Threat Dragon
Scarred Rat Swarm 18 Disease, Monstrosity, Vermin
Scorpionfolk Impaler 18 Monstrous Humanoid
Shield Guardian Towerwarden 18 Construct
Skeleton Champion 18 Undead
Steel Golem Lore 18 Heavy Construct
Stone Giant Defender Lore 18 Tank Humanoid
Summoned Monster CR 18 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.


Tainted Mob 18 Troop, Undead, Zombie
Vermiurge 18 Heavy Construct, Prodigy
Wild Invader 18 Fey, Elf
Xeph 18 Outsider
Xorn Monolith 18 Outsider

CR 19

Creature Name CR Role Type
CR 19 Blueprint Lore CR 19 Blueprint CR 19 Blueprint CR 19 Blueprint
Aboleth Slimer 19 Aberration
Aimless Chaos Beast 19 Tank Outsider
Bahada Jann 19 Outsider
Barbed Devil 19 Outsider, Devil
Basalt Delver 19 Aberration
Bebilith 19 Outsider, Demon
Black Rhinoceros 19 Heavy Animal, Monstrosity
Blacktail Scorpion 19 Vermin
Canker Beast 19 Aberration
Cavernous Zombie 19 Undead
Chopped Zombie Parts 19 Undead
Clay Kiln Golem 19 Heavy Construct
Cloud Giant Scudder 19 Monstrous Humanoid
Couatl 19 Outsider, Native
Darkweald Shambling Mound 19 Plant
Dire Elephant 19 Heavy Animal
Dire Grizzly Bear 19 Legend Animal, Monstrosity
Doppelganger Butcher Lore 21 Killer Protean
Drider Grotesque 19 Heavy Aberration
Duergar Collier 19 Killer Humanoid
Expelling Smoke Monster 19 Outsider, Air
Fearsome Red Dragon 19 Villain Dragon
Fen Renkir 19 Heavy Magical Beast (greay render)
Fevered Hellhound 19 Outsider
Fire Giant Soldier 19 Killer Monstrous Humanoid
Forest Giant Artisan 19 Monstrous Humanoid
Formian Myrmarch 19 Leader Aberration, Vermin
Frost Giant Berserker 19 Killer Monstrous Humanoid
Giant Eagle 19 Magical Beast
Great Turtle 19 Animal, Monstrosity
Grey Ooze 19 Ooze
Headless Ghost 19 Shooter Undead, Incorporeal
Lich Soul Collector 19 Tank Undead
Night Hag 19 Monstrous Humanoid
Orca 19 Animal
Patched Shocker Lizard 19 Magical Beast
Persisting Gargoyle 19 Monstrous Humanoid
Plummeting Spider 19 Vermin
Racing Destrier 19 Animal, Horse
Raiju Oni 19 Monstrous Humanoid
Rattleboned Cockatrice 19 Magical Beast
Rhapsody Wasp 19 Vermin
Rot Fly Perpetrator 19 Vermin
Sahuagin Corrupter 19 Aberration
Savage Green Dragon 19 Threat Dragon
Scorching Remorhaz 19 Heavy Magical Beast
Scree Troll 19 Monstrous Humanoid
Scuttling Varmint 19 Aberration, Disease, Vermin
Silent King 19 Villain Undead, Mummy
Souterraine Ripper 19 Magical Beast
Stone Giant Sorceror 19 Shooter Monstrous Humanoid
Summoned Monster CR 19 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.


Syrinx Nymph 19 Fey
Terrible White Dragon 19 Dragon
Timbre Hound 19 Aberration
Unhinged Allip 19 Outsider
Vampire Patron 19 Undead
Volcanic Skeleton 19 Undead
Wailing Destrachan 19 Magical Beast
Worm-That-Walks 19 Killer Construct, Prodigy
Xeph Swashbuckler 19 Outsider

CR 20

Creature Name CR Role Type
CR 20 Blueprint Lore CR 20 Blueprint CR 20 Blueprint CR 20 Blueprint
Aboleth Ooze Lord 20 Aberration
Anopheles Stirge Swarm 20 Swarm, Vermin
Athach Shitkicker 20 Threat Monstrous Humanoid
Atrophying Xill 20 Outsider
Bone Devil 20 Outsider, Devil
Boreal Wolf 20 Sneak Outsider
Cloud Giant 20 Killer Monstrous Humanoid
Colossal Medusa 20 Legend Monstrous Humanoid
Deathknight 20 Shooter Undead, Skeleton
Delirious Maenad 20 Humanoid
Dromite Precursor 20 Vermin
Drow Matriarch 20 Leader Fey
Ellour 20 Aberration
Ettin Mastermind 20 Leader Monstrous Humanoid
Fast Zombie Parts 20 Minion Undead
Fire Giant Bruinmaster 20 Monstrous Humanoid
Forest Giant Tree Tamer 20 Monstrous Humanoid
Frost Giant Scald 20 Leader Monstrous Humanoid
Gargant Winged Queen 20 Vermin
Gargantuan Gruesome Centipede 20 Heavy Vermin
Giant Invincible Wolverine 20 Heavy Animal, Monstrosity
Great Fey Stag 20 Legend Animal, Fey
Hadal Kelpie 20 Fey, Elf
Intellect Devourer Insinuator 20 Aberration
Lady-o'-Rags 20 Construct, Prodigy, Tattered
Lofty Crown Treant 20 Legend Plant, Monstrosity
Lustrous Astral Construct 20 Construct, Prodigy, Outsider
Marred Rat Swarm 19 Monstrosity, Disease, Vermin
Mithril Golem 20 Killer Construct
Mordant Caustic Walker 20 Magical Beast (Digester)
Nalfeshnee 20 Outsider, Demon
Phthisic 20 Protean
Rakshasa Agha 20 Outsider, Native
Savage Blue Dragon 20 Villain Dragon
Shadow Manifestation 20 Troop, Undead, Incorporeal
Shocking Behir 20 Magical Beast
Sigma Strain Zombie Beast 20 Undead
Spectre 20 Undead, Incorporeal
Stone Giant Ordinate 20 Sneak Humanoid, Giant
Stygian Wraith 20 Undead, Incorporeal
Summoned Monster CR 20 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.


Terrible Air Elemental 20 Outsider
Terrible Black Dragon 20 Threat Dragon
Terrible Earth Elemental 20 Outsider
Terrible Fire Elemental 20 Outsider
Terrible Water Elemental 20 Outsider
Tusker 20 Animal, Monstrosity, Boar
Twitching Zombie 20 Killer Undead
Tyrian Worm 20 Heavy Magical Beast
Vampire Trueblood 20 Undead
Wight Brute 20 Killer Undead
Wild Stranger 20 Fey, Elf
Xeph Holdfast 20 Outsider

CR 21

Creature Name CR Role Type
CR 21 Blueprint Lore CR 21 Blueprint CR 21 Blueprint CR 21 Blueprint
Bahairim Pain Collector 21 Heavy Aberration, Construct, Devil, Prodigy
Bloat Zombie 21 Undead
Bringer of Blasphemies 21 Threat Undead, Mummy
Calliopid Nymph 21 Fey
Capricious Chaos Beast 21 Tank Outsider
Caustic Green Slime, Caustic 21 Ooze
Common Force Dragon 21 Villain Dragon, Outsider
Conqueror Skeleton 21 Undead
Drider Epitome 21 Heavy Aberration
Dromite Ranger 21 Vermin
Drow Duelist 21 Fey
Engorged Zombie Parts 21 Minion Undead
Fire Giant Champion 21 Heavy Monstrous Humanoid
Forest Giant Matriarch 21 Monstrous Humanoid
Frostblight Wendigo 21 Protean
Fulgid Locathah 21 Outsider
Gargantuan Animated Object 21 Legend Construct
Gargoyle, Enduring 21 Monstrous Humanoid
Glabrezu 21 Outsider, Demon
Glacierborn Frost Giant 21 Heavy Monstrous Humanoid
Gromp 21 Aberration
Hill Titan 21 Monstrous Humanoid
Hybernal Wolf 21 Outsider
Ice Devil 21 Outsider, Devil
Imperious White Wyrm 21 Threat Dragon
Incomplete Vermiurge 21 Construct, Prodigy
Jann Caliche 21 Outsider
Mangy Varmint 21 Aberration, Disease, Vermin
Mu Spore 21 Legend Plant
Phasm 21 Aberration
Plains-Ghost 21 Legend Magical Beast, Great Cat
Pyrophoric Hydra 21 Shooter Magical Beast
Ripping Turtle 21 Animal, Monstrosity
Rusted Anaxim 21 Construct, Prodigy, Outsider
Sable Dragloth 21 Aberration, Dragon
Sahuagin Visionary 21 Aberration
Savage Mammoth 21 Animal, Monstrosity
Savage Red Dragon 21 Villain Dragon
Savage Tyrannosaurus 21 Animal
Somber Crool Neophyte 21 Humanoid
Souterraine Strangler 21 Magical Beast
Stilletto Scorpion 21 Vermin
Stone Chimney Golem 21 Heavy Construct
Storm Giant Squall 21 Monstrous Humanoid
Summoned Monster CR 21 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.


Terrible Green Dragon 21 Threat Dragon
Torment Wasps 21 Swarm, Vermin
Tornado Cloud Giant 21 Monstrous Humanoid
Undead Raven Flock 21 Swarm, Undead
Vampire Thaumaturge 21 Undead
Vampire Thrall Courtier 21 Heavy Humanoid
White Buffalo 21 Heavy Animal
Xeph Privateer 21 Outsider
Xorn Trigon 21 Outsider

CR 22

Creature Name CR Role Type
CR 22 Blueprint Lore CR 22 Blueprint CR 22 Blueprint CR 22 Blueprint
Aboleth Oracle 22 Aberration
Adamantine Golem 22 Legend Construct
Colossal Monstrous Centipede 22 Vermin, Monstrosity
Crystal Spider 22 Vermin
Cultish Worm-That-Walks 22 Killer Construct, Prodigy
Deepbane Drow 22 Fey
Delg 22 Aberration
Dire Rhinoceros 22 Heavy Animal, Monstrosity
Doppelganger Eliminator Lore 24 Killer Protean
Duergar Cardinal 22 Humanoid
Eerie Stag 22 Legend Animal, Fey
Efreet Fireblade 22 Outsider
Feculent Otyugh 22 Aberration
Fire Giant Flametamer 22 Shooter Monstrous Humanoid
Formian Khan 22 Leader Aberration, Vermin
Frost Giant Despot 22 Leader Monstrous Humanoid
Frost Worm 22 Magical Beast
Ha-Naga 22 Aberration
Hemorrhagic Pudding 22 Ooze
Horned Devil 22 Outsider, Devil
Imperious Black Wyrm 22 Threat Dragon
Infernal Hellhound 22 Outsider
Intellect Devourer Dominator 22 Aberration
Jourvow 22 Aberration
Lich King 22 Tank Undead
Mad Elephant 22 Legend Monstrosity, Animal
Plumaged Chichimec 22 Outsider, Air
Poltergeist 22 Undead, Ghost, Incorporeal
Radiant Remorhaz 22 Magical Beast
Rakshasa Kizlar 22 Outsider, Native
Retriever 22 Legend Outsider, Demon
Rot Fly Impregnator 22 Vermin
Scuttling Varmint Swarm 22 Aberration, Disease, Vermin
Shrieking Destrachan 22 Magical Beast
Somber Crool Gallant 22 Humanoid
Sonorous Wasp 22 Vermin
Stately Couatl 22 Outsider, Native
Stingtail Wyvern 22 Heavy Magical Beast
Storm Giant 22 Heavy Monstrous Humanoid
Stormstrike Manticore 22 Magical Beast
Striped Shocker Lizard 22 Magical Beast
Summoned Monster CR 22 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.


Terrible Blue Dragon 22 Villain Dragon
Thoraxian 22 Vermin
Thorn Hound 22 Aberration
Ursus Mighty Black Bear 22 Legend Magical Beast, Monstrosity
Vampire Dread Lord 22 Leader Undead
Verdant Copse Treant 22 Heavy Plant
Vitriolic Caustic Walker 22 Magical Beast (digester)
Vortex Shadow 22 Undead, Incorporeal
Wild Witch 22 Sneak Monstrous Humanoid, Fey
Xeph Mariner 22 Outsider
Yokai Oni 22 Monstrous Humanoid

CR 23

Creature Name CR Role Type
CR 23 Blueprint Lore CR 23 Blueprint CR 23 Blueprint CR 23 Blueprint
Agitated Maenad 23 Humanoid
Allip Hysteric 23 Outsider, Undead
Broken Anaxim 23 Heavy Construct, Prodigy, Outsider
Cerebrilith 23 Outsider, Demon
Cloud Giant Thunderhead 23 Monstrous Humanoid
Creave 23 Aberration
Darkened Zombie 23 Undead
Deathknight Marshall 23 Undead, Skeleton
Decomposing Xill 23 Outsider
Drider Brute 23 Heavy Aberration
Droone 23 Aberration
Dynamic Behir 23 Magical Beast
Ettercap Deceiver 23 Aberration
Feckless Chaos Beast 23 Tank Outsider
Fire Giant Fulgurant 23 Shooter Monstrous Humanoid
Forest Ogre 23 Heavy Monstrous Humanoid
Formian Great-Khan 23 Leader Aberration, Vermin
Giant Legendary Wolverine 23 Legend Animal, Monstrosity
Glistening Astral Construct 23 Construct, Prodigy, Outsider
Greater Force Dragon 23 Threat Dragon, Outsider
Hookbeak Roc 23 Heavy Magical Beast, Monstrosity
Hookspine Spider 23 Vermin
Imperious Green Wyrm 23 Threat Dragon
Livid Spectre 23 Undead, Ghost, Incorporeal
Mauvine Worm 23 Magical Beast
Mirror Scorpion 23 Vermin
Moon-Shackled Mummy 23 Sneak Undead
Onyx Wraith 23 Undead, Incorporeal
Polyhymnian Nymph 23 Fey
Primal Kraken 23 Threat Magical Beast
Puppeteer Mind Worm 23 Magical Beast
Ravid 23 Outsider
Ridge-Leaper 23 Legend Magical Beast, Great Cat, Monstrosity
Sahuagin Highborn 23 Aberration
Saw-Backed Thunder Lizard 23 Legend Magical Beast, Dinosaur, Monstrosity
Shambling Mound Worldtree 23 Legend Plant, Monstrosity
Somber Crool Serf 23 Heavy Humanoid
Stone Titan 23 Monstrous Humanoid
Storm Giant Hurricane 23 Monstrous Humanoid

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Sundered Zombie Parts 23 Minion Undead
Swiftscorch Magmin 23 Outsider
Tattered Seamstress 23 Construct, Prodigy, Tattered
Tearing Turtle 23 Animal, Monstrosity
Tembrimast 23 Aberration
Terrible Red Dragon 23 Villain Dragon
Timeless Gargoyle 23 Monstrous Humanoid
Tusker Herd 23 Animal, Monstrosity, Boar, Troop
Vicious Varmint 23 Aberration, Disease, Vermin
Vitreolic Slime 23 Ooze
Winter Wight 23 Undead
Xeph Buccaneer 23 Outsider

CR 24

Creature Name CR Role Type
CR 24 Blueprint Lore CR 24 Blueprint CR 24 Blueprint CR 24 Blueprint
Actinic Silverlance 24 Aberration
Anachronistic Phane 24 Outsider
Arcane Weald Treant 24 Plant
Badland Troll 24 Monstrous Humanoid
Bahairim Solicitor 24 Heavy Aberration, Construct, Devil, Prodigy
Balor 24 Outsider, Demon
Brachyurus 24 Legend Magical Beast, Monstrosity
Colossal Gruesome Centipede 24 Vermin
Crawling Throng 24 Troop, Undead, Zombie
Crowned Medusa 24 Monstrous Humanoid
Death Giant Precursor 24 Heavy Monstrous Humanoid
Dire Mammoth 24 Heavy Animal, Monstrosity
Doppelganger Contender 24 Protean
Drow Contriver 24 Fey
Efreet Cinderlord 24 Outsider
Fire Giant Thane 24 Leader Monstrous Humanoid
Formian Defender 24 Killer Aberration, Vermin
Ghost Buffalo 24 Heavy Animal, Monstrosity
Goliath Horse 24 Animal
Goliath Stirge Swarm 24 Swarm, Vermin
Gorefang Tyrannosaurus 24 Legend Animal, Monstrosity
Imperious Blue Wyrm 24 Villain Dragon
Intellect Devourer Tyrant 24 Aberration
Iron Grate Golem 24 Heavy Construct
Lambent Stag 24 Legend Animal, Fey
Lancer Wasp Swarm 24 Swarm, Vermin
Lightstruck Cloud Giant Lightstruck 24 Heavy Monstrous Humanoid
Maddened Rhinoceros 24 Legend Animal, Monstrosity
Malsotrian 24 Aberration
Mangy Varmint Swarm 24 Aberration, Disease, Vermin
Onyx Dragloth 24 Aberration, Dragon
Orb Shadow 24 Killer Undead, Incorporeal
Phantom Fungus 24 Plant
Pit Fiend 24 Outsider, Devil
Rakshasa Abaza 24 Outsider, Native
Relucent Locathah 24 Outsider
Ruskinvor Horror 24 Aberration
Skeleton Deathbringer 24 Undead
Somber Crool Hoodlum 24 Killer Humanoid
Stone Colossus 24 Monstrous Humanoid, Monstrosity
Sulphurjaw Hellhound 24 Outsider

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Supreme Air Elemental 24 Outsider
Supreme Earth Elemental 24 Outsider
Supreme Fire Elemental 24 Outsider
Supreme Water Elemental 24 Outsider
Thoraxian Flogger 24 Vermin (Thorciasid)
Umbrous Grey Ooze 24 Ooze
Vermiurge Supplicant 24 Heavy Construct, Prodigy
White Lady 24 Undead, Ghost, Incorporeal
Withering Caustic Walker 24 Magical Beast (digester)
Xeph Sky Pirate 24 Outsider
Xorn Spire 24 Outsider

CR 25

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Aboleth Soothsayer 25 Aberration Anluin Rictus 25 Aberration Arch Lich 25 Tank Undead Ardent Remorhaz 25 Magical Beast Battle-Scarred Anaxim 25 Heavy Construct, Prodigy, Outsider Blustery Chichimec 25 Outsider, Air Bonestorm 25 Undead, Swarm Brightfire Magmin 25 Outsider Byakko Oni 25 Monstrous Humanoid Cannibal Turtle 25 Animal, Monstrosity Clionean Nymph 25 Fey Cloud Giant Aerialist 25 Monstrous Humanoid Common Prismatic Dragon 25 Threat Dragon, Outsider Death Giant 25 Monstrous Humanoid Death-Head Spider 25 Vermin Dessicating Green Slime 25 Ooze Dismantled Zombie Parts 25 Minion Undead Dissonance Wasp 25 Vermin Drider Paragon 25 Heavy Aberration Dromite Colonist 25 Vermin Drow Regent 25 Leader Fey Duergar Dredger 25 Humanoid Ebon Gloom 25 Humanoid Efreet Flamestrider 25 Outsider Fearsome Force Dragon 25 Threat Dragon, Outsider Flesh Golem Incarnate 25 Heavy Construct, Prodigy Formian Mother 25 Threat Aberration, Vermin Frost Titan 25 Monstrous Humanoid, Giant Graeae Witch 25 Monstrous Humanoid, Fey Howling Destrachan 25 Magical Beast Imperious Red Wyrm 25 Villain Dragon Jungle-Strider 25 Legend Magical Beast, Great Cat, Monstrosity Lava Wight 25 Undead Meaningless Chaos Beast 25 Tank Outsider Melancholy Le Shay 25 Fey Moonhunter Scorpion 25 Vermin Mountain Ogre 25 Heavy Monstrous Humanoid Obdurate Gargoyle 25 Monstrous Humanoid Ornate Couatl 25 Outsider, Native Plane-Seeker Worm-That-Walks 25 Killer Construct, Prodigy Prismatic Hydra 25 Shooter Magical Beast Rogue Elephant 25 Legend Animal Monstrosity Rot Fly Procreator 25 Vermin Sahuagin Chosen 25 Aberration Sight-Binder Mummy 25 Threat Undead Spike Hound 25 Aberration Splattering Varmint 25 Aberration, Disease, Vermin Spirit Naga 25 Aberration Storm Giant Wracker 25 Monstrous Humanoid

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Terrible Mandrill 25 Legend Magical Beast, Great Ape, Monstrosity Ursus Northern Bruin 25 Legend Magical Beast, Monstrosity Void Zombie 25 Undead Vorpal Boar 25 Legend Magical Beast, Monstrosity Xeph Rigger 25 Outsider Zeta Strain Zombie Beast 25 Undead

CR 26

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Autumnal Dryad 26 Fey Cloud Giant Parhelion 26 Monstrous Humanoid Curse Orchard Treant 26 Troop Plant Death Giant Measurer 26 Monstrous Humanoid Deep-Reach Crocodilian 26 Legend Magical Beast, Monstrosity Degrading Xill 26 Outsider Doppelganger Gleaner 26 Protean Drow Warden 26 Fey Efreet Pyresinger 26 Outsider Ettercap Entangler 26 Aberration Fey Kraken 26 Threat Magical Beast, Fey, Monstrosity Flickering Astral Construct 26 Construct, Outsider Forgotten Ghost 26 Undead, Incorporeal Friggyn 26 Aberration Frostwind Wolf 26 Outsider Giant Atavistic Wolverine 26 Heavy Animal, Monstrosity Greater Purple Worm 26 Heavy Magical Beast Helleskrieg Flockling 26 Outsider, Aberration Hysterical Maenad 26 Humanoid Jalk 26 Aberration Keekoroy 26 Aberration Lightning Stag 26 Legend Animal, Fey Nightcrawler Shadow 26 Sneak Undead, Incorporeal Rakshasa Emir 26 Outsider, Native Red-Breasted Roc 26 Magical Beast, Monstrosity Royal Purple Worm 26 Leader Magical Beast Sanguinary Hemorrhagic Pudding 26 Ooze Sirrush Smoke-Eater 26 Legend Magical Beast, Monstrosity Skinslough Wendigo 26 Protean Smoky Apocalypse Skeleton 26 Undead Somber Crool Coquette 26 Humanoid Starless Wraith 26 Undead, Incorporeal Stasis Phane 26 Outsider Storm Giant Destroyer 26 Monstrous Humanoid Subordinate Arch-Fiend 26 Leader Outsider, Devil

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Thoraxian Thrasher 26 Vermin (Thorciasid) Vengeance Spectre 26 Undead, Incorporeal Vicious Varmint Swarm 26 Aberration, Disease, Vermin Voltaic Behir 26 Magical Beast Xeph Cutthroat 26 Outsider

CR 27

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Arctic Mammoth 27 Animal, Monstrosity Assailant Spider 27 Vermin Atramentous Gloom 27 Humanoid Auroral Locatha 27 Outsider Azruulian Fiend 27 Aberration Bahairim Flesh Apostle 27 Legend Aberration, Construct, Devil, Prodigy Bludgeon-Tailed Thunder Lizard 27 Legend Magical Beast, Monstrosity, Dinosaur Bodak 27 Undead Bunjow 27 Aberration Carrion Varmint 27 Aberration, Disease, Vermin Cerberus Sentinel 27 Legend Magical Beast, Monstrosity Death-Shadow 27 Legend Magical Beast, Monstrosity, Great Cat Doppelganger Athanais 27 Protean Drider Enormity 27 Heavy Aberration Everlasting Gargoyle 27 Monstrous Humanoid Faerie Ring 27 Plant Fetlocked Buffalo 27 Heavy Animal Fire Titan 27 Heavy Monstrous Humanoid, Giant Fomaorian Giant 27 Monstrous Humanoid Gibbering Orb 27 Aberration Gigantic Tyrannosaurus 27 Heavy Animal Goliath Rhinoceros 27 Legend Animal, Monstrosity Greater Prismatic Dragon 27 Threat Dragon, Outsider Helleskrieg Separator 27 Outsider, Aberration Muntroc 27 Aberration Obsidian Dragloth 27 Aberration, Dragon Prodigious Snapping Turtle 27 Legend Animal, Monstrosity Pyramid Xorn 27 Outsider Raving Allip 27 Outsider Savage Force Dragon 27 Threat Dragon, Outsider Scarabic Lamia 27 Aberration Scorian Magmin 27 Outsider Shambling Mound Genesis Germ 27 Threat Plant Skeleton Desecrator 27 Undead Skiver Wasp Swarm 27 Swarm, Vermin Sloppy Otyugh 27 Heavy Aberration Somber Crool Rake 27 Humanoid Soul-Stinger Scorpion 27 Vermin Soul-Tyrant Emperor 27 Villain Undead, Mummy Steel Furnace Golem 27 Heavy Construct Storm Giant Stormcaller 27 Monstrous Humanoid

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Superior Flockling 27 Outsider, Helleskrieg, Aberration Terpsichorean Nymph 27 Fey Vacuous Chaos Beast 27 Tank Outsider Vermiurge Vessal 27 Heavy Construct, Prodigy Virulent Zombie Parts 27 Minion Undead Vitreolic Viscous Slime 27 Ooze Volcano Worm 27 Heavy Magical Beast Worn Anaxim 27 Construct, Prodigy, Outsider Wretched Zombie 27 Undead Xeph Corsair 27 Outsider

CR 28

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Aboleth Prophesier 28 Aberration Brimstone Hellhound 28 Outsider Cacophony Wasp 28 Vermin Chichimec Simurgh 28 Outsider, Air Clay Golem Ziggurat 28 Heavy Construct Colossal Animated Object 28 Construct Death Giant Quieter 28 Monstrous Humanoid Doleful Le Shay 28 Fey Doom Wight 28 Undead Doppelganger Meliton 28 Protean Dreamtree Scion 28 Heavy Plant Drow Deceiver 28 Fey Duergar Overseer 28 Humanoid Efreet Karadjin 28 Outsider Fomaorian Slaver 28 Monstrous Humanoid, Giant Forlorn Ghost 28 Undead, Incorporeal Gilded Couatl 28 Outsider, Native Greater Frost Worm 28 Magical Beast Helleskrieg Manipulator 28 Outsider, Aberration Invincible Air Elemental 28 Outsider Invincible Earth Elemental 28 Outsider Invincible Fire Elemental 28 Outsider Invincible Water Elemental 28 Outsider Karkaradon Hammerhead 28 Legend Magical Beast, Monstrosity Last Stand Treant 28 Plant Long-Faced Bear 28 Legend Magical Beast, Monstrosity Mecrin 28 Aberration Morai Witch 28 Monstrous Humanoid, Fey Naga Abomination 28 Heavy Aberration Neh-Thalggu 28 Aberration Nightshade Shadow 28 Undead, Incorporeal Nihilian Unmaker 28 Aberration Ordinate Arch-Fiend 28 Leader Outsider, Devil Ordinial Exalted 28 Aberration Phane Annalist 28 Outsider Primal Stag 28 Legend Animal, Fey Queenly Medusa 28 Monstrous Humanoid Quill Hound 28 Aberration Rakshasa Hajji 28 Outsider, Native Remorhaz, Fervent 28 Magical Beast Rot Fly Penetrator 28 Vermin Salt-Maw Crocodilian 28 Legend Magical Beast, Monstrosity Screaming Destrachan 28 Magical Beast Somber Crool Nihilist 28 Tank Humanoid Splattering Varmint Swarm 28 Aberration, Disease, Vermin Storm Giant Khan 28 Monstrous Humanoid

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Superior Separator 28 Outsider, Helleskrieg, Aberration Tearing Devilsaur 28 Legend Magical Beast,Monstrosity, Dinosaur Thoraxian Flayer 28 Vermin, (Thorciasid) True Flockling 28 Outsider, Helleskrieg, Aberration Vampire Thrall Faithful 28 Heavy Humanoid Vorpal Boar Herd 28 Magical Beast, Monstrosity, Boar, Troop Worm-That-Walks Powermonger 28 Killer Construct, Prodigy Xeph Navigator 28 Outsider

CR 29

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Abyssal Kraken 29 Threat Magical Beast, Demon Angered Zombie Parts 29 Minion Undead Ataxian Usurper 29 Villain Undead, Mummy Bellicose Apocalypse Slime 29 Ooze Blight Scorpion 29 Vermin Bloodweb Spider 29 Vermin Caliginous Gloom 29 Humanoid Celestial Hydra 29 Shooter Magical Beast Cloud Titan 29 Heavy Monstrous Humanoid, Giant Death Giant Peacegiver 29 Monstrous Humanoid Deep Delver 29 Aberration Demi-Lich 29 Tank Undead Doppelganger Hagunemnon 29 Killer Protean Drider Exemplar 29 Heavy Aberration Drow Malignant 29 Fey Energetic Behir 29 Magical Beast Enraged Spectre 29 Undead, Ghost, Incorporeal Eratonean Nymph 29 Fey Ettercap Stalker 29 Aberration Fearsome Prismatic Dragon 29 Threat Dragon, Outsider Fickle Chaos Beast 29 Tank Outsider Fomaorian Skindancer 29 Monstrous Humanoid, Giant Giant Primal Wolverine 29 Heavy Animal, Monstrosity Glacial Xixecal 29 Threat Outsider Glossy Astral Construct 29 Construct, Prodigy, Outsider Great Snowy Roc 29 Magical Beast, Monstrosity Heavy Goliath Horse 29 Animal, Monstrosity Helleskrieg Superior Manipulator 29 Outsider, Aberration Helleskrieg Taiga 29 Outsider, Aberration Helleskrieg True Separator 29 Outsider, Aberration Lumbering Zombie 29 Undead Majestic Flockling 29 Outsider, Helleskrieg, Aberration Manaical Maenad 29 Humanoid Mithril Hearth Golem 29 Heavy Construct Perpetual Gargoyle 29 Monstrous Humanoid Phlox Worm 29 Magical Beast, Vermin Prodigious Tearing Turtle 29 Legend Animal, Monstrosity Pyndrig 29 Aberration Slimy Varmint 29 Aberration, Disease, Vermin Smolderash Magmin 29 Outsider Somber Crool Looter 29 Sneak Humanoid

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Tempered Marid 29 Outsider Terrible Force Dragon 29 Threat Dragon, Outsider Vampire Immortal 29 Undead Void-Walker Wraith 29 Undead, Ghost, Incorporeal White Gorilla 29 Legend Magical Beast, Monstrosity, Great Ape Winterscarred Wendigo 29 Protean Wrecked Anaxim 29 Construct, Prodigy, Outsider Xeph Bosun 29 Outsider Xill Vandal 29 Outsider

CR 30

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Auger Wasp Swarm 30 Swarm, Vermin Bahairim Proselyte 30 Legend Aberration, Construct, Devil, Prodigy Brine-Gullet Crocodilian 30 Legend Magical Beast, Monstrosity Carrion Varmint Swarm 30 Aberration, Disease, Vermin Catastrophe Wight 30 Undead Death Giant Gravedigger 30 Monstrous Humanoid Devil Tyrannosaurus 30 Animal, Dinosaur Drow Sovereign 30 Leader Fey Emaciated Host 30 Troop, Undead, Zombie Epsilon Strain Zombie Beast 30 Undead Fel Thicket Treant 30 Plant Fomaorian Flenser 30 Monstrous Humanoid, Giant Gavalian Taskmaster 30 Aberration Glacierfang Wolf 30 Outsider, Magical Beast Hellknight 30 Outsider, Undead, Skeleton Horrible Neh-Thalggu 30 Aberration Infernal 30 Outsider Javelin Viper 30 Legend Magical Beast, Monstrosity, Great Ophidian Karkaradon Pikejaw 30 Legend Magical Beast, Monstrosity Limpid Locathah 30 Outsider Majestic Separator 30 Outsider, Helleskrieg, Aberration Neothelid 30 Aberration Nightwing Shadow 30 Undead, Incorporeal Otherworldly Stag 30 Legend Animal, Fey Phane Historian 30 Outsider Rakshasa Pasha 30 Outsider, Native Scintillating Astral Construct 30 Construct, Outsider Sirrush Fire-Eye 30 Legend Magical Beast, Monstrosity Sky Tyrant Great Hawk 30 Legend Magical Beast, Monstrosity, Great Avian Somber Crool Belle 30 Humanoid Sombre Dragloth 30 Aberration, Dragon Starry Buffalo 30 Heavy Animal Stone Ballast Golem 30 Heavy Construct

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Superior Arch-Fiend 30 Leader Outsider, Devil Superior Taiga Helleskrieg 30 Outsider, Aberration Swollen Great Toad 30 Legend Magical Beast, Monstrosity Thoraxian Flenser 30 Vermin Thunderbird 30 Magical Beast, Monstrosity, Great Avian Titanic Medusa 30 Legend Monstrous Humanoid, Monstrosity True Manipulator 30 Outsider, Helleskrieg, Aberration Uvuudaum 30 Outsider Vacant Vermiurge 30 Heavy Construct, Prodigy Verdant Helleskrieg 30 Outsider, Aberration World-Burner Hellhound 30 Outsider Xeph Captain 30 Outsider Xorn Cairn 30 Outsider

CR 31

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

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Superior Verdant Helleskrieg 31 Outsider, Aberration Titanic Mammoth 31 Legend Animal, Monstrosity True Taiga Helleskrieg 31 Outsider, Aberration Vampire Thrall Disciple 31 Heavy Humanoid Windswept Chichimec 31 Outsider, Air Woebegone Le Shay 31 Fey

CR 32

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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

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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

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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

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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

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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

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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

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CR 35

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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

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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

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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

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

CR 37

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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

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

CR 38

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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

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

CR 39

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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

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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

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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

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Sun-Shade Cobra 40 Legend Monstrosity, Great Ophidian Tarrasque 40 Threat Monstrosity True Worldshadow 40 Outsider, Aberration, Helleskrieg Tynde 40 Aberration Vortex Spider 40 Heavy Vermin, Monstrosity