monster

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, theĀ 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

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.

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