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.