Unearthed Arcana
SUMMON MONSTER VARIANTS
The summon monster and summon nature's ally spells provide
effective and versatile options for spellcasters of every level.
In addition to their obvious effectiveness during combat, each
summoning spell can potentially add further diversity and
interesting flavor to groups of conjurers or even individual
summoners. This variation might be as simple as allowing a group
of conjurers access to monsters of only one alignement or subtype
or as complex as creating individualized summoning lists for each
spellcaster.
THEMED SUMMONING LISTS
Themed summoning lists provide many interesting possibilities for
variant summoners, and they can add a tremendous amount of flavor
and character to the spellcasters in your game. With this
variant, you choose the monsters available to a spellcaster or to
a group of spellcasters by selevting a theme the monsters to be
summoned must all share. By selecting different themes for
diggerent groups of spellcasters, you give each group's summoning
a unique flavor.
To create a variant list, simpley start with the standard list
of monsters and add and remove creatures og the appropriate power
level. This allows an infividual spellcaster access to a much
smaller number of monsters at each level, but the spells remain
versatile and effective.
Without a goal in mind, however, this procedure tends to
create a very haphazard list. Start with a basic concept, or
theme, to guide your selection. Choose a theme from those listed
below or make one up yourself. Once you have a theme in mind, try
to limit your list only to creatures that fit the theme.
Sample themes include alignment (law, chaos, good, evil), base
creature type (such as animal, elemental, fey, or outsider),
creature subtype (such as fire or shapechanger), and template
(such as celestial or fiendish).
Simply choosing a theme like this doesn't always yield a
perfect list, occasionally leaving a level without a suitable
monster. As long as you can find a template that fits the theme,
though, you can solve this problem. Simply choose a base monster
and apply the template that fits the theme, then compare the
monster's adjusted CR, Hit Dice, and special abilities to the
monsters available at the spell level. If the monster seems to
match the power and abilities of the monsters at the same spell
level in the standard lists, it's probably ok to add the monster
to the themed list.
For example, when building the sample earth themed list below,
there was only one monster from the existing summon nature's ally
V list that fit the theme (the Large Earth Elemental). Although
the ankheg is a magical beast not normally subject to a summon
nature's ally spell, its burrowing and acid spit abilities made
it a natural for the list. Adding the earth creature template
from Manual of the Planes brought the ankheg to the proper
power level. In addition, adding the template provided a stronger
link with the theme of the list.
Sample Shemed List: Stone/Earth
Creature
|
Template |
Alignment |
CR |
Summon nature's ally I |
Badger
|
- |
N |
1/2 |
Dog
|
Earth1 |
N |
1/3 |
Summon nature's ally II |
Elemental, Small (Earth)
|
- |
N |
1 |
Wolf
|
Earth1 |
N |
1 |
Summon nature's ally III |
Dire Badger
|
- |
N |
2 |
Dire Weasel
|
Earth1 |
N |
2 |
Stone
Spike2
|
- |
N |
2 |
Summon nature's ally IV |
Elemental, Medium (earth)
|
- |
N |
3 |
Earth mephit
|
- |
N |
3 |
Salt mephit
|
- |
N |
3 |
Xorn, minor
|
- |
N |
3 |
Summon nature's ally V |
Ankheg
|
Earth1 |
N |
4 |
Elemental, Large (earth)
|
- |
N |
5 |
Summon nature's ally VI |
Elemental, Huge (earth)
|
- |
N |
7 |
Rhinoceros
|
Earth1 |
N |
6 |
Xorn, Average
|
- |
N |
6 |
Summon nature's ally VII |
Elemental, Greater (earth)
|
- |
N |
9 |
Xorn, Elder
|
- |
N |
8 |
Summon nature's ally VIII |
Dune
Stalker2
|
- |
NE |
9 |
Galeb
Duhr2
|
- |
N |
9 |
Summon nature's ally IX |
Elemental, Elder (earth)
|
- |
N |
11 |
Unicorn, celestial charger
|
Earth1 |
NG |
14 |
1 Appears in Manual of the Planes. |
2 Appears in Monster Manual II. |
Sample Themed List: Heavens
Creature
|
Template |
Alignment |
CR |
Summon monster I |
Dog
|
Celestial |
LG |
1/3 |
Hawk
|
Celestial or air1 |
CG |
1/3 |
Porpoise
|
Celestial |
NG |
1/2 |
Summon Monster II |
Dog, riding
|
Celestial |
CG |
1/2 |
Eagle
|
Celestial or air1 |
CG |
1/2 |
Summon monster III |
Dire Badger
|
Celestial |
LG |
2 |
Elemental, Small (air or
fire)
|
- |
N |
1 |
Hippogriff
|
Celestial or air1 |
CG |
2 |
Summon monster IV |
Archon, lantern
|
- |
LG |
2 |
Bariaur2
|
- |
CG |
3 |
Giant eagle
|
Celestial or air1 |
LG |
4 |
Lion
|
Celestial |
CG |
4 |
Summon monster V |
Archon, hound
|
- |
LG |
4 |
Brown bear
|
Celestial |
LG |
5 |
Elemental, Medium (air or
fire)
|
- |
N |
3 |
Summon monster VI |
Eladrin, bralani
|
- |
CG |
6 |
Elemental, Large (air or
fire)
|
- |
N |
5 |
Polar bear
|
Celestial |
LG |
6 |
Summon monster VII |
Elemental, Huge (air or
fire)
|
|
N |
7 |
Guardinal, avoral
|
- |
NG |
7 |
Summon monster VIII |
Elemental, Greater (air or
fire)
|
- |
N |
9 |
Dire bear
|
Celestial |
LG |
9 |
Summon monster IX |
Elemental, Elder (air or
fire)
|
- |
N |
11 |
Roc
|
Celestial or air1 |
LG |
11 |
1 Appears in Manual of the Planes. |
2 Appears in Book of Exalted Deeds and
Manual of the Planes. |
Sample Themed List: Fiendish Gnoll
Creature
|
Template |
Alignment |
CR |
Summon monster I |
Dire Rat
|
Fiendish |
CE |
1/3 |
Hawk
|
Fiendish |
CE |
1/3 |
Summon monster II |
Ghoul (extraplanar)
|
- |
CE |
1 |
Gnoll
|
Fiendish |
CE |
1 |
Hyena
|
Fiendish |
CE |
1 |
Summon monster III |
Demon, dretch
|
- |
CE |
2 |
Elemental, Small (earth or
fire)
|
- |
N |
1 |
Gnoll, 1st-level fighter
|
Fiendish |
CE |
2 |
Hyena
|
Shadow1 |
CE |
2 |
Summon monster IV |
Dire hyena (as dire wolf)
|
Fiendish |
CE |
4 |
Dire hyena (as dire wolf)
|
Shadow1 |
CE |
4 |
Ghast (extraplanar)
|
- |
CE |
3 |
Howler
|
- |
CE |
3 |
Summon monster V |
Elemental, Medium (earth or
fire)
|
- |
N |
3 |
Gnoll, 4th-level barbarian
|
Fiendish |
CE |
5 |
Marrash2
|
- |
LE |
5 |
Summon monster VI |
Elemental, Large (earth or
fire)
|
- |
N |
5 |
Chaos Beast
|
- |
CN |
7 |
Gnoll, 5th-level ranger
|
Fiendish |
CE |
6 |
Summon monster VII |
Elemental, Huge (earth or
fire)
|
- |
N |
7 |
Demon, Babau
|
- |
CE |
5 |
Gnoll, 7th-level rogue
|
Shadow1 |
CE |
8 |
Summon monster VIII |
Elemental, Greater (earth or
fire)
|
- |
N |
9 |
Gnoll, 8th-level fighter
|
Fiendish |
CE |
9 |
Demon, Vrock
|
- |
CE |
9 |
Summon monster IX |
Elemental, Elder (earth or
fire)
|
- |
N |
11 |
Demon, bebilith
|
- |
CE |
10 |
Demon, hezrou
|
- |
CE |
11 |
1 Appears in Manual of the Planes. |
2 Appears in Monster Manual II. |
Individualized Summoning
Lists
In this variant, each spellcaster has a unique list of monsters
she can summon with any single summon monster or summon nature's
ally spell. When a spellcaster first gains access to a summon
spell, she chooses one monster from the list. This chosen monster
is the only monster she can summon with that spell. The DM is
free to choose the means through which characters can add
monsters to their summon lists with this variant, but it's
important that the method be consistent for all spellcasters.
Here are some suggestions for determining when a spellcaster may
add monsters to their summoning lists.
Add one monster to one summoning list whenever access to a
new spell level is gained. Most characters using this option
won't have more than a couple of monsters available for each
spell. Most favorable for characrers with access to a number of
summon spells (such as clerics and druids).
Add one monster to each summoning list whenever access to a
new spell level is gained. Characters using this option have
the most monsters available for their lowest-level (or first
gained) summon spells, and fewer for those spells gained at
higher levels. Most favorable for characters with access to a
number of summon spells (such as clerics and druids).
Add one monster to one summoning list to which the caster
has access (or knows, for characrers with a limited number of
spells known) whenever a new spellcasting level is gained.
Similar to the second option, but each list is about twice as
long.
Add a monster to the appropriate summoning list whenever
the charater witnesses another spellcaster summon that
creature. With this variant, the DM might also require a
successful Spellcraft check (DC 15 + Spell level) to learn how to
summon the new creature.
Sample Individualized lists presented below were generated
using the "add one monster to one summoning list whenever a new
spellcasting level is gained" procedure. Both spellcasters gain
access to a 9th level summoning spell at 17th level. Because of
this, it's best for them to simply pick a monster from their
highest available list at levels 1st through 17th. However,
because the number of 9th level spells they can cast each day is
severely limited, they are often best served by adding monsters
to lower-level summoning lists at class levels 18th through 20th.
This explains the strange order of levels at the end of the
individualized summoning lists. For example, when the dwarven
cleric below reaches 18th level, he has access to only two
9th-level spells per day. Although he prepares the summon monster
XI spell nearly every day, the elder earth elemental is the best
possible choice for him in nearly every combat, and adding a new
monster to his summon monster IX list doesn't help him much.
Instead, he adds the celestial dire tiger to his summon monster
VIII list.
Sample Individualized List: Dwarven Cleric
A dwarf cleric with a penchant for melee combat, he has had
considerable success in using the first round of combat to summon
a physically powerful monster and then wading into combar beside
it. His individualized summoning list is described below.
The list below was constructed using the procedure in which
the caster gains access to a new monster on one summoning list
each time he gains a level. With this dwarven cleric's tactics
and personality in mind, the first monster taken at any spell
level is a large, physically powerful monster. Subsequent
monsters at the same spell level tend to have more versatile
movement and spell-like abilities.
Level |
Creature |
Template |
Alignment |
CR |
Summon monster I |
1st |
Badger |
Celestial |
LG |
1/2 |
2nd |
Hawk |
Celestial |
LG |
1/2 |
Summon monster II |
3rd |
Wolf |
Celestial |
LG |
1 |
4th |
Shark, Medium |
Celestial |
LG |
1 |
Summon monster III |
5th |
Black bear |
Celestial |
LG |
2 |
6th |
Elemental, Small (fire) |
- |
N |
1 |
Summon monster IV |
7th |
Lion |
Celestial |
LG |
4 |
8th |
Archon, Lantern |
- |
LG |
2 |
Summon monster V |
9th |
Brown bear |
Celestial |
LG |
5 |
10th |
Elemental, Medium (fire) |
- |
N |
3 |
Summon monster VI |
11th |
Dire lion |
Celestial |
LG |
7 |
12th |
Whale, orca |
Celestial |
LG |
7 |
Summon monster VII |
13th |
Elephant |
Celestial |
LG |
9 |
14th |
Guardinal, avoral |
- |
NG |
9 |
Summon monster VIII |
15th |
Earth Elemental, Greater |
- |
N |
9 |
16th |
Lillend |
- |
LG |
7 |
18th |
Dire tiger |
Celestial |
LG |
10 |
Summon monster IX |
17th |
Earth elemental, elder |
- |
N |
11 |
19th |
Roc |
Celestial |
LG |
11 |
20th |
Guardinal, leonal |
- |
NG |
12 |
Sample Individualized List: Halfling Druid
A halfling druid who favors ranged combat from atop her long-time
riding dog animal companion, she prefers to summon mobile
monsters capable of keeping up with her mount's speed and fast
enough to stay between her and her opponents in the midst of a
running battle.
The list below was constructed using the procedure in which
the caster gains access to a new monster on one summoning list
each time she gains a level. With this halfling druids' tactics
and personality in mind, the first monster taken at any spell
level is a swift animal, usually one capable of flight.
Subsequent monsters at the same spell level tend to be larger
quadrupeds capable of serving as temporary mounts.
Level |
Creature |
Template |
Alignment |
CR |
Summon natures's ally I |
1st |
Owl |
- |
N |
1/4 |
2nd |
Wolf |
- |
N |
1 |
Summon natures's ally II |
3rd |
Dire bat |
- |
N |
2 |
4th |
Bear, black |
- |
N |
2 |
Summon natures's ally III |
5th |
Eagle, giant |
- |
NG |
3 |
6th |
Dire wolf |
- |
N |
3 |
Summon natures's ally IV |
7th |
Arrowhawk, juvenile |
- |
N |
3 |
8th |
Unicorn |
- |
CG |
3 |
Summon natures's ally V |
9th |
Griffon |
- |
N |
4 |
10th |
Bear, polar |
- |
N |
4 |
Summon natures's ally VI |
11th |
Elephant |
- |
N |
7 |
12th |
Dire bear |
- |
N |
7 |
Summon natures's ally VII |
13th |
Arrowhawk, elder |
- |
N |
8 |
14th |
Elemental, greater |
- |
N |
9 |
16th |
Dire tiger |
- |
N |
8 |
20th |
Djinni (genie) |
- |
NG |
5 |
Summon natures's ally VIII |
15th |
Roc |
- |
N |
9 |
19th |
Dire shark |
- |
N |
9 |
Summon natures's ally IX |
17th |
Earth elemental, elder |
- |
N |
11 |
18th |
Unicorn, celestial charger |
- |
CG |
13 |
BEHIND THE CURTAIN:
SUMMONING LISTS
A lot of this variant's potential
to enrich the game requires that you differetiate summoners along
specific lines and assign each a different list, lending a
specific flavor to each group. Here are a few ways in which you
can categorize spellcasters who use summoning spells.
-
By wizard specialization (wizard vs. conjurer; other
specialist wizards might also have unique lists).
-
By class (wizard vs. sorcerer, arcane vs. divine, each class,
and so on).
-
By race (dwarves summon earth creatures, elves summon fey
creatures, and so on).
-
By home region (nation, city, plane, and so on).
-
By current location (for example, when near a volcano,
spellcasters summon fire creatures).
-
By caster alignment.
-
By gender.
-
By spellcasting guild.
-
By individual.
|