|
|
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.
|