Summonables: Summon Monster II

One of the hardest things about using summon monster spells if you're a new player or DM (or even if you're experienced) is that you have to apply templates to most of the creatures you can summon with these spells. And if your character has the Augment Summoning feat, then you also have to recalculate anything in the creature's stat block that has to do with Strength or Constitution.

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.

Summonables: Summon Monster I

The summon monster spell chain is useful, but it's challenging to players and Dungeon Masters alike because it summons a lot of different creatures, applying the celestial or fiendish templates many of them. The Augment Summoning feat from the Core Rules additionally modifies the summoned creature's Strength and Constitution scores, which changes its hit points, Fortitude save, and usually its grapple modifier, attack and damage modifiers, and skill check modifiers as well.


Garid (gah-REED) are avian humanoids, resembling athletic humans with the heads of eagles. Wings sprout from their backs, enabling them to fly as easily as they walk.

Most of the garid race are members of semi-nomadic tribes. They prefer to dwell in hilly or mountainous country, especially when there are open plains nearby to provide easy hunting opportunities.


Folklore holds that death by treachery, particularly if it is followed by improper burial rites or no rites at all (or if proper--and usually evil--burial rites are used, in some cultures), can cause a dead person to rise again to walk the night. The exact nature of the walking dead varies by culture; zombies, vampires, ghosts, and other undead creatures are purported to roam the night from New Orleans to London, and beyond. One of the less well known variations on the theme of unquiet corpses hails from Scandinavia, where a strange creature known as the draugr.

Waterbringer Hare

Tiny Magical Beast Hit Dice: ½d10 (2 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 13
Base Attack/Grapple: +1/-11
Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee
Full Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee

Azerothian Naga

Azerothian Naga, 1st-Level Fighter
Medium Monstrous Humanoid (Aquatic)
Hit Dice:
1d10+1 (6 hp)
Initiative: +0
Speed: 20 ft. (4 squares), swim 30 ft.
Armor Class: 15 (+1 natural, +4 scale mail), touch 10, flat-footed 15
Base Attack/Grapple: +1/+3
Attack: Trident +4 melee (1d8+3)
Full Attack: Trident +4 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -

Dread Moth

Small Aberration
Hit Dice:
5d8 (22 hp)
Initiative: +1
Speed: 10 ft. (2 squares), fly 30 ft. (poor)
Armor Class: 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14
Base Attack/Grapple: +3/-–3
Attack: Bite +5 (1d6–-2 plus 1d6 acid) or slam +5 (1d3-–2)
Full Attack: Bite +5 (1d6–-2 plus 1d6 acid) or slam +5 (1d3-–2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acidic saliva, attach
Special Qualities: Damage reduction 5/-, disturbing appearance
Saves: Fort +1 Ref +2 Will +4
Abilities: Str 6, Dex 12, Con 10, Int 10, Wis 10, Cha 13
Skills: Intimidate +3, Hide +12, Listen +3, Spot +4
Feats: Flyby Attack, Weapon Finesse
Environment: Any land or underground
Organization: Solitary, swarm (6-–20), or nest (40-–80)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral evil
Advancement: 6–-10 HD (Small); 11–-15 HD (Medium)
Level Adjustment: -

This oversized grey moth has two feathery antennae that twitch as if agitated. With surprising speed, it drops down from the air.

It is an understatement to say that dread moths are terrible to behold. They appear as a dark grey moth the size of an eagle. Their sickening bodies are covered with short hair reminiscent of mold. Their large mandibles constantly tap together, producing a distinct, eerie chittering sound. The origin of dread moths is unclear. Many claim they come from Hades, but the creatures have become such a widespread nuisance amongst the planes that it is impossible to tell.

While sometimes encountered alone, dread moths are more often than not found in large nests containing several dozen individuals. A single nest can be as large as a small castle and house nearly a hundred dread moths, lead by a single queen (a medium-sized dread moth of 15 hit dice). Their motives are unclear; although they have no established society as far as scholars can tell, dread moths have a habit of dissecting their dead prey, sometimes examining the body for hours before disposing of it. It is believed by some that the moths somehow learn the anatomy of their foes through this procedure, although most find the idea laughable.

A typical dread moth has a wing span of 3 to 4 feet, although its small, segmented body is only about 1 foot long, and it weighs about 10 pounds. They cannot speak.

A dread moth typically emerges at night, where it can hide on top of buildings and other structures and swoop down on unsuspecting victims, using its powerful jaws and acidic saliva to quickly eliminate its prey.

Acidic Saliva (Ex): Upon a successful bite attack, a dread moth deals an extra 1d6 points of acid damage in addition to its normal bite damage.

Attach (Ex): If a dread moth hits with a bite attack, it uses its powerful mandibles to latch onto the opponent’s body and automatically deals bite and acid damage each round it remains attached. An attached dread moth loses its Dexterity modifier to Armor Class and has an AC of 14.

An attached dread moth can be struck with a weapon or grappled itself. To remove an attached dread moth through grappling, the opponent must achieve a pin against the creature.

Disturbing Appearance (Ex): Despite its moth-like appearance, a dread moth is disturbing to behold. Anyone within 30 feet of a dread moth must succeed on a DC 13 Will save or take a -2 penalty on all attack rolls and skill checks made against the creature for as long as they remain in the affected area. Creatures that successfully save against this effect cannot be affected by the same dread moth’s disturbing appearance for 24 hours. The save DC is Charisma-based.



Small Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative: +3
Speed: base 40 ft. (8 squares), 20 ft. on rear legs

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
BAB/Grapple: +2/-2
Attack: +5 melee (bite 1d4) or +5 ranged (ray 2d6)
Full Attack: +5 melee (bite 1d4) or +5 ranged (ray 2d6)

Space/Reach: 5 ft. / 5 ft.
Special Attacks: Arcane surge, magic item use
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +3

Ability Scores: Str 6, Dex 16, Con 11, Int 4, Wis 16, Cha 12
Skills: Appraise +7, Climb +6, Use Magic Device +21, Swim +6
Feats: Weapon Finesse (Bite)
Environment: Temperate and warm forest

Organization: Solitary, pair, or gaze (3-5)
Challenge Rating: 2
Treasure: 1d3 Magic Items, (see below)
Alignment: Usually Neutral

Advancement: By Class Level
Level Adjustment: +2

A small tailless quadruped ambles out of the forest, accompanied by a low and indistinguishable grumbling speech, and rears onto short hind legs. It reaches a paw into a marsupial pouch and produces a short, thick wand, which it brandishes at your party, to your surprise.

The mumblebear is believed to be a distant cousin to the koala, although they have little physical resemblance. As with the koala, the “bear” moniker is a misnomer. The creatures are actually unique marsupials. Their thick fur varies anywhere from inky black to a very pale blond, depending mostly on diet, and therefore region. Although it is common to see calico or blotch-patterns, it is unheard of to see a striped mumblebear, thus limiting the number of times it has been confused with a raccoon, which it otherwise resembles rather strongly (albeit a rather large raccoon, with no tail...).

Both genders have pouches, and both are capable of carrying and nurturing their young from birth. Generally speaking, the mumblebears lead a quiet life of hunting and gathering. They prefer the uninhabited depths of primordial forests or jungles to the proximity of other sentient creatures. They seldom even congregate together (a gaze of mumblebears is a family unit consisting of one dominant male that usually but not always has class levels, 1-2 mating-age females, and 1-2 young of either sex). Mumblebear young are weaned from the pouch at around 5 years of age when they are physically mature, and reach sexual and social maturity at around 10 years. They can live to be 100 years of age. They average three to three and a half foot high on rear legs (halved when on all fours), and both genders average about 80 pounds.

Mumblebears earned their names for the inarticulate speech they endlessly grumble under their breaths, and their apparent inability to stop talking completely...even while sleeping! The mumblebear speaks its own language and a smattering of odd words in other languages, but cannot converse fluently in other languages unless class levels and skills in speak language have been taken. Personal names are not commonly used by mumblebears, but those exposed to other races will accept names over time. They tend to prefer names that suit their own palate, such as Fargra, or Goro.

Mumblebears do collect magic items, but they are very particular about what items they keep on them at all times. They disregard all other manufactured goods, and have no desire to collect mundane equipment or treasure.

Mumblebears generally avoid combat unless surprised or cornered, or protecting their young. Although they are fairly dangerous against inexperienced foes, they are clever enough to know the limits of their power, and often make a quick strike from distance and then flee on all fours, hoping to avoid further combat. Only the bravest few mumblebears that take to a life of adventuring ever willingly enter combat for reasons other than self-preservation or to protect their young.

Mumblebears typically attempt to soften a foe with their arcane surge ray attacks, and enter melee only if forced, at which point they always backpedal in order to use their ray attacks when they become available again.

Some mumblebears acquire magic items, and this is where they become truly dangerous. A mumblebear’s ability to use most magic items means one never can be sure what it will wield against its foe. They will not typically keep items too large for them to carry, or those they cannot use, but there is nothing to keep them from using such objects if they happen to be available, and they are likely to remember where such things are, if they have seen them before. Although not tremendously intelligent, mumblebears use magic items in their possession to the greatest possible advantage, always with the intent to flee, rather than to win a conflict.

Arcane Surge (Su): As a standard action, the mumblebear can tap into its innate connection with arcane power and create an arcane surge. This surge is completely under the control of the mumblebear. It manifests as a range 30’ ray of energy. Using the ray is a ranged touch attack that draws an attack of opportunity unless the mumblebear makes a Concentration skill check (treat the surge as a level 2 spell). This ability is available once every 1d4 rounds. Mumblebears grumble arcane gibberish under their breaths whenever using this power. Anyone attempting a Spellcraft check to identify the words or the arcane surge by listening to the words does so with a -10 penalty.

Magic Item Use (Ex): The mumblebear has a unique affinity for magic. Arcane magic, divine magic... even most psionic devices (if your campaign uses the magic-psionic transparency rules) are not difficult at all for the mumblebear to use. Most learn to activate their items by starting with “activate blindly” to discover the functions of the item, and then move on to normal activation. They gain a +20 racial modifier to all Use Magic Device skill checks, which means very little escapes their little arcane paws.

Mumblebears greatly prefer small items like rings and wands. They will also keep small wondrous items, although anything too large to fit in their pouches is likely to be left behind somewhere. They also have the unnerving habit of drinking potions that are offered to them, right on the spot.

Mumblebears as Player Characters

Most mumblebear player characters and NPCs are rogues. Some become scouts, and fewer still become druids. Only the rarest mumblebears take warrior-type classes like the fighter, ranger, or paladin.

Mumblebear characters possess the following traits:
· -4 Strength, +4 Dexterity, -6 Intelligence, +4 Wisdom.
· Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
· A mumblebear’s base land speed is 40 feet, but it must be on all four limbs. If walking only on rear limbs, its speed is reduced to 20 feet.
· Darkvision out to 60 feet and lowlight vision.
· Racial Hit Dice: A mumblebear begins with two levels of magical beast, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
· Racial Skills: A mumblebear's magical beast levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Climb, Use Magic Device and Swim. Mumblebears have a +20 racial bonus on Use Magic Device checks, and a +4 racial bonus on Climb and Swim checks.
· Natural weapon: Bite (1d4 damage).
· Special Attack: Arcane surge (see above).
· Automatic Languages: Mumblebear pidgin. Bonus Languages: None.
· Favored Class: Rogue.

Giant Scarab Beetle

Giant Scarab Beetle

Large Vermin
Hit Dice:
9d8+18 (58 hp)
Initiative: +3
Speed: 30 ft. (6 squares), burrow 30 ft.

Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+14
Attack: Bite +9 melee (3d6+6)
Full Attack: Bite +9 melee (3d6+6)

Space/Reach: 10 ft./5 ft.
Special Attacks: Desiccate
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +8, Ref +7, Will +3

Abilities: Str 19, Dex 17, Con 15, Int -, Wis 10, Cha 9
Skills: -
Feats: -
Environment: Warm deserts

Organization: Solitary, pair, swarm (6–-11), or mass (11–-20)
Challenge Rating: 5
Treasure: None

Alignment: Always neutral
Advancement: 10–-18 HD (Large); 19–-27 HD (Huge)
Level Adjustment: -

This enormous, jet-black beetle is the size of a horse. Its large mandibles clack together in agitation as it lets out a high-pitched hiss.

A giant scarab beetle is a rightfully feared predator of the waste. It can tear the flesh off a victim in a matter of seconds, and it often surprises those wandering above its lair before they can defend themselves.

Giant scarab beetles are highly aggressive and attack even when not hungry or provoked.


Giant scarab beetles usually wait beneath the sand until prey passes overhead, then burst from hiding and grab the closest opponent with its powerful jaws.

Desiccate (Ex): A giant scarab beetle can reduce a victim to nothing in mere seconds. Any living creature struck by a giant scarab beetle’s bite attack must make a DC 16 Fortitude save or take 1d6 points of Constitution damage. A creature reduced to 0 Constitution by the scarab beetle is consumed completely. The save DC is Constitution-based.

Improved Grab (Ex): To use this ability, a giant scarab beetle must hit with its bite 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 each round it maintains the grapple. A grappled foe is also subjected to the giant scarab beetle’s desiccate attack each round.


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