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    Summon Monster 1 Statblocks


    Numbers and modifiers in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
    Summoned Creature: Dire Rat CR 1/3

    N Small celestial/fiendish animal
    Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +4

    DEFENSE

    AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
    hp 5 [7] (1d8+1) [1d8+3]
    Fort +3 [+5], Ref +5, Will +1
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 40 ft., climb 20 ft., swim 20 ft.
    Melee bite +1 [+3] (1d4 [1d4+2] plus disease)
    Special Attacks disease, smite evil/good

    STATISTICS

    Str 10 [14], Dex 17, Con 13 [17], Int 2, Wis 13, Cha 4
    Base Atk +0; CMB -1; CMD 12 (16 vs. trip)
    Feats Skill Focus (Perception)
    Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim

    SPECIAL ABILITIES

    Disease (Ex) Filth fever: Bite—injury; save Fort DC 11 [13]; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Dog CR 1/3

    N Small celestial/fiendish animal
    Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8

    DEFENSE

    AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
    hp 6 [8] (1d8+2) [1d8+4]
    Fort +4 [+6], Ref +3, Will +1
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 40 ft.
    Melee bite +2 [+4] (1d4+1) [1d4+3]
    Special Attacks smite evil/good

    STATISTICS

    Str 13 [17], Dex 13, Con 15 [19], Int 2, Wis 12, Cha 6
    Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
    Feats Skill Focus (Perception)
    Skills Acrobatics +1 (+9 jump), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent

    SPECIAL ABILITIES

    Smite evil/good 1/day as a swift action add CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Dolphin CR 1/2

    N Medium celestial/fiendish animal
    Init +2; Senses darkvision 60 ft., low-light vision, blindsight 120 ft.; Perception +9

    DEFENSE

    AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
    hp 11 [15] (2d8+2) [2d8+6]
    Fort +4 [+6], Ref +5, Will +1
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed swim 80 ft.
    Melee slam +3 [+5] (1d4+1 [1d4+3])
    Special Attacks smite evil/good

    STATISTICS

    Str 12 [16], Dex 15, Con 13 [17], Int 2, Wis 13, Cha 6
    Base Atk +1; CMB +2 [+4]; CMD 14 [16]
    Feats Weapon Finesse
    Skills Perception +9, Swim +13 [+15]; Racial Modifiers +4 Perception

    SPECIAL ABILITIES

    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Eagle CR 1/2

    N Small celestial/fiendish animal
    Init +2; Senses darkvision 60 ft., low-light vision Perception +9

    DEFENSE

    AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
    hp 5 [7] (1d8+1) [1d8+3]
    Fort +3 [+5], Ref +4, Will +2
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 10ft., fly 80 ft. (average)
    Melee 2 talons +3 [+3] (1d4) [1d4+2], bite +3 [+3] (1d4) [1d4+2]
    Special Attacks smite evil/good

    STATISTICS

    Str 10 [14], Dex 15, Con 12 [16], Int 2, Wis 15, Cha 7
    Base Atk +0; CMB -1 [+1]; CMD 11 [13]
    Feats Weapon Finesse
    Skills Fly +8, Perception +10; Racial Modifiers +8 Perception

    SPECIAL ABILITIES

    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Fire Beetle CR 1/3

    N Small celestial/fiendish vermin
    Init +0; Senses darkvision 60 ft., low-light vision, Perception +0

    DEFENSE

    AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
    hp 4 [6] (1d8) [1d8+2]
    Fort +2 [+4], Ref +0, Will +0
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5
    Immune mind-affecting effects

    OFFENSE

    Speed 30 ft., fly 30 ft. (poor)
    Melee bite +1 [+3] (1d4 [1d4+2])
    Special Attacks smite evil/good

    STATISTICS

    Str 10 [14], Dex 11, Con 11 [15], Int —, Wis 10, Cha 7
    Base Atk +0; CMB -1 [+1]; CMD 9 [11] (17 [19] vs. trip)
    Skills Fly +2
    SQ luminescence

    SPECIAL ABILITIES

    Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Poisonous Frog CR 1/2

    N Tiny celestial/fiendish animal
    Init +1; Senses darkvision 60 ft., low-light vision, Perception +3

    DEFENSE

    AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
    hp 4 [6] (1d8) [1d8+2]
    Fort +2 [+4], Ref +3, Will –1
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 10 ft., swim 20 ft.
    Melee bite +3 (1 plus poison)
    Space 2-1/2 ft.; Reach 0 ft.
    Special Attacks smite evil/good

    STATISTICS

    Str 2 [6], Dex 12, Con 11 [13], Int 1, Wis 9, Cha 10
    Base Atk +0; CMB –1 [+1]; CMD 7 [9] (11 [13] vs. trip)
    Feats Weapon Finesse
    Skills Acrobatics +5 (+1 jump), Perception +3, Stealth +13, Swim +9; Racial Modifiers +4 Acrobatics (+8 jump), +4 Stealth; uses Dex to modify Swim

    SPECIAL ABILITIES

    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
    Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

    Summoned Creature: Pony (Horse) CR 1/2

    N Medium celestial/fiendish animal
    Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5

    DEFENSE

    AC 11, touch 11, flat-footed 10 (+1 Dex)
    hp 13 [17] (2d8+4) [2d8+8]
    Fort +5 [+7], Ref +4, Will +0 SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 40 ft.
    Melee 2 hooves –3 [-1] (1d3 [1d3+2])
    Special Attacks smite evil/good

    STATISTICS

    Str 13 [17], Dex 13, Con 14 [18], Int 2, Wis 11, Cha 4
    Base Atk +1; CMB +2 [+4]; CMD 13 [15] (17 [19] vs. trip)
    Feats Endurance, RunB
    Skills Perception +5
    SQ docile

    SPECIAL ABILITIES

    Docile (Ex) Unless specifically trained for combat (see the Handle Animal skill, a horse's hooves are treated as secondary attacks.
    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

    Summoned Creature: Viper CR 1/2

    N Tiny celestial/fiendish animal
    Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9

    DEFENSE

    AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
    hp 3 [5] (1d8–1) [1d8+1]
    Fort +1 [+3], Ref +5, Will +1
    SR 5
    Celestial - Resist cold 5, acid 5, electricity 5
    Fiendish - Resist cold 5, fire 5

    OFFENSE

    Speed 20 ft., climb 20 ft., swim 20 ft.
    Melee bite +5 (1d2–2 [1d2] plus poison)
    Space 2-1/2 ft.; Reach 0 ft.
    Special Attacks smite evil/good

    STATISTICS

    Str 4 [8], Dex 17, Con 8 [12], Int 1, Wis 13, Cha 2
    Base Atk +0; CMB +1 [+3]; CMD 8 [10] (can't be tripped)
    Feats Weapon Finesse
    Skills Climb +11 [+13], Perception +9, Stealth +15, Swim +11 [+13]; Racial Modifiers +4 Perception, +4 Stealth

    SPECIAL ABILITIES

    Smite evil/good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
    Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.