Summonables: Summon Nature's Ally I

Like summon monster, the summon nature's ally spell chain is tricky to use because it summons a wide variety of different beasts that may need to be modified if the caster possesses the the Augment Summoning feat from the Core Rules. This makes it harder to manage any character who relies on these spells, because the feat modifies the summoned creature's Strength and Constitution scores, resulting in different hit point totals, Fortitude save bonuses, grapple modifiers, attack and damage modifiers, skill check modifiers, and sometimes even changes to the DC of special attacks.

The allowed monsters for the summon nature's ally I spell from the Core Rules are listed below. [Bracketed red figures] indicate changes to be applied when these creatures are summoned by a spellcaster who has the Augment Summoning feat.

Dire Rat

Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp) [1d8+3 (7 hp)]
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-4 [+0/-2]
Attack: Bite +4 melee (1d4 plus disease) [Bite +4 melee (1d4+2 plus disease)]
Full Attack: Bite +4 melee (1d4 plus disease) [Bite +4 melee (1d4+2 plus disease)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease
Special Qualities: Low-light vision, scent
Saves: Fort +3 [Fort +5], Ref +5, Will +3
Abilities: Str 10 [Str 14], Dex 17, Con 12 [Con 16], Int 1, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: Alertness, Weapon FinesseB
Environment: Any
Organization: Solitary or pack (11-20)
Challenge Rating: 1/3
Alignment: Always neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: --

Combat

Disease (Ex): Filth fever--bite, Fortitude DC 11 [Fortitude DC 13], incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.

Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks.


Eagle

Size/Type: Small Animal
Hit Dice: 1d8+1 (5 hp) [1d8+3 (7 hp)]
Initiative: +2
Speed: 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +0/-4 [+0/-2]
Attack: Talons +3 melee (1d4) [Talon +3 melee (1d4+2)]
Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4) [2 talons +3 melee (1d4+2) and bite -2 melee (1d4+1)]
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +3 [Fort +5], Ref +4, Will +2
Abilities: Str 10 [Str 14], Dex 15, Con 12 [Con 16], Int 2, Wis 14, Cha 6
Skills: Listen +4, Spot +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate mountains
Organization: Solitary or pair
Challenge Rating: 1/2
Alignment: Always neutral
Advancement: 2-3 HD (Medium)
Level Adjustment: --

Combat

Skills: Eagles have a +8 racial bonus on Spot checks.


Monkey

Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp) [1d8+1 (6 hp)]
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12 [+0/-10]
Attack: Bite +4 melee (1d3-4) [Bite +4 melee (1d3-2)]
Full Attack: Bite +4 melee (1d3-4) [Bite +4 melee (1d3-2)]
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +3 [Fort +4], Ref +4, Will +1
Abilities: Str 3 [Str 7], Dex 15, Con 10 [Con 14], Int 2, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3
Feats: Alertness, Weapon FinesseB
Environment: Temperate mountains
Organization: Troop 10-40
Challenge Rating: 1/6
Alignment: Always neutral
Advancement: 2-3 HD (Small)
Level Adjustment: --

Combat

Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.


Octopus

Size/Type: Small Animal (Aquatic)
Hit Dice: 2d8 (9 hp) [2d8+4 (13 hp)]
Initiative: +3
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/+2
Attack: Arms +5 melee (0)
Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) [Arms +5 melee (0) and bite +0 melee (1d3+1)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: ink cloud, jet, low-light vision
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 12 [Str 16], Dex 17, Con 11 [Con 15], Int 3, Wis 12, Cha 3
Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: Weapon Finesse
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3-6 HD (Medium)
Level Adjustment: --

These creatures may only be summoned into aquatic or watery environments.

Combat

Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.

Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Owl

Size/Type: Tiny Animal
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-11 [+0/-9]
Attack: Talons +5 melee (1d4-3) [Talons +5 melee (1d4-1)]
Full Attack: Talons +5 melee (1d4-3) [Talons +5 melee (1d4-1)]
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Low-light vision
Saves: Fort +2 [Fort +4], Ref +5, Will +2
Abilities: Str 4 [Str 8], Dex 17, Con 10 [Con 14], Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Alertness, Weapon FinesseB
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/4
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Combat

Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.


Porpoise

Size/Type: Medium Animal (Aquatic)
Hit Dice: 2d8+2 (11 hp) [2d8+6 (15 hp)]
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/+1 [+1/+3]
Attack: Slam +4 melee (2d4) [Slam +6 melee (2d4+2)]
Full Attack: Slam +4 melee (2d4) [Slam +6 melee (2d4+2)]
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Blindsight 120 ft., hold breath, low-light vision
Saves: Fort +4 [Fort +6], Ref +6, Will +1
Abilities: Str 11 [Str 15], Dex 17, Con 13 [Con 17], Int 2, Wis 12, Cha 6
Skills: Listen +8, Spot +7, Swim +8
Feats: Weapon Finesse
Environment: Temperate aquatic
Organization: Solitary, pair or school (3-20)
Challenge Rating: 1/3
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: --

These creatures may only be summoned into aquatic or watery environments.

Combat

Blindsight (Ex): Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.

Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning.

Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.


Viper, Small

Size/Type: Small Animal
Hit Dice: 1d8 (4 hp) [1d8+2 (6 hp)]
Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-6 [+0/-4]
Attack: Bite +4 melee (1d2-2 plus poison) [Bite +4 melee (1d2 plus poison)]
Full Attack: Bite +4 melee (1d2-2 plus poison) [Bite +4 melee (1d2 plus poison)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +3 [Fort +5], Ref +6, Will +1
Abilities: Str 6 [Str 10], Dex 17, Con 11 [Con 15], Int 3, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: Improved Initiative, Weapon FinesseB
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1
Alignment: Always neutral
Advancement: --
Level Adjustment: --

Combat

Poison (Ex): Injury, Fortitude DC 10 [Fortitude DC 12], initial damage 1d6 Con, secondary damage 1d6 Con. The save DC is Constitution-based.

Skills: Vipers have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A viper can always choose to take 10 on a Climb check, even if rushed or threatened. Vipers use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A viper has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Wolf

Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp) [2d8+8 (17 hp)]
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2 [+1/+4]
Attack: Bite +3 melee (1d6+1) [Bite +5 melee (1d6+3)]
Full Attack: Bite +3 melee (1d6+1) [Bite +5 melee (1d6+3)]
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5 [Fort +7], Ref +5, Will +1
Abilities: Str 13 [Str 17], Dex 15, Con 15 [Con 19], Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Alignment: Always neutral
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: --

Combat

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) [(+3 check modifier)] as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.