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 (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 (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 (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 (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 (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 (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) (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 (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.

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