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5e: Conjure Elemental

Today we come to what I consider to be the main conjuring spell: conjure elemental. Previously we covered conjure animals, conjure celestial, conjure minor elementals, and conjure woodland beings.

Conjure Elemental

5th-level conjuration

Casting Time: 1 minute
Range: 90 feet
Components: V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)
Duration: Concentration, up to 1 hour

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground.

The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The GM has the elemental’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

Like conjure celestial, conjure elemental brings one creature to your side. The list of creatures you can conjure includes everything you can summon with conjure minor elementals plus:

5th-level: Air elemental, earth elemental, fire elemental, water elemental, salamander, water weird, xorn
6th-level: Galeb duhr, invisible stalker
7th-level: —
8th-level: —
9th-level: —

As you can see, there are no creatures above 6th level that you can bring to the table, making this a useless spell above 6th level. At one level, I can understand such few options this because of how few 7th-, 8th-, and 9th-level spells casters receive. Having said that, they should still have at least some options. We will be working on that in the future. Have no fear.

We’ve got four new variations on the normal elementals in the MM that you can conjure with this spell in the newly released Deadly Delves: Reign of Ruin. Download this 7th- or 8th-level adventure today for your Fifth Edition game from JonBrazer.com today.

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Pathfinder: Summon Monster VI Unchained

Thank you for joining us as we expand the summon monster tables. If this is your first time, check out the expanded lists for summon monster I, summon monster II, summon monster III, and summon monster IV, and summon monster V.

The megafauna, or regular animals that are incredibly huge and powerful, entered the expanded summon monster list during the last expansion.  Their addition is simple: animals make up a much smaller part of the list than they did at lower level. The list already includes “dire” and “giant” animals. Megafauna is just the next logical step for these. Now someone that wants to summon only animals has more options and can build a theme around the creatures they want to summon.

Ultimately, that is why we are doing this: so someone can build the character they want instead of the only what is available. That is why there are so many classes and archetypes. This way, you can play how you want instead of only with what the core book as to offer.

Table 6: Summon Monster VI

6th Level Subtype
Dire bear*
Dire tiger*
Elasmosaurus (dinosaur)*
Elemental (Huge) Elemental
Elephant*
Erinyes (devil) Evil, Lawful
Giant octopus*
Invisible stalker Air
Lillend azata Chaotic Good
Shadow demon Chaotic, Evil
Succubus (demon) Chaotic, Evil
Triceratops (dinosaur)*
Pathfinder Roleplaying Game: Bestiary 2
Theletos (aeon)
Animated dream Evil
Axiomite Lawful
Goliath stag beetle*
Chaos beast Chaotic
Hydrodaemon (daemon) Evil
Denizen of Leng Chaotic, Evil
Allosaurus (dinosaur)*
Tylosaurus (dinosaur)*
Hellcat Evil, Lawful
Hound of Tindalos Evil
Giant jellyfish*
Arsinoitherium (megafauna)*
Mihstu Air, Evil
Naunet (protean) Chaotic
Shoggti (qlippoth) Chaotic, Evil
Sceaduinar Evil
Soul eater Evil
Giant tarantula (spider)*
Tenebrous worm
Pathfinder Roleplaying Game: Bestiary 3
Legion archon Good, Lawful
Adhukait (asura) Evil, Lawful
Caulborn
Shark-eating crab*
Pairaka (div) Evil
Baluchitherium (megafauna)*
Megalania (megafauna)*
Deadfall scorpion*
Pathfinder Roleplaying Game: Bestiary 4
Drowning devil (sarglagon) Evil, Lawful
Vanth (psychopomp)
Immense tortoise*
Emperor walrus*
Xenopterid*
Pathfinder Roleplaying Game: Bestiary 5
Balisse (angel) Good
Megaprimatus (ape)*
Dire polar bear*
Warmongerdevil (levaloch) Evil, Lawful
Uintatherium (megafauna)*
Psychemental
Veela Elemental
Bestiary 6
Duspiridaemon (daemon) Evil
Quetzalcoatlus (dinosaur)*
Brontotherium (megafauna)*
Deinotherium (megafauna)*
Pelagastr (protean) Chaotic
Utukku (qlippoth) Chaotic, Evil
Ichkoh (Sahkil) Evil
Hookfang worm (sea worm)*
Giant starfish*

Support our efforts to bring you more expansions for the Pathfinder Roleplaying Game by downloading Book of Magic: Signature Spells 2 from the JBE Shop. This book of custom spells from the great spell creators have lots of personality make a treasure pile fun and exciting. Download today.

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SW: Lizardfolk Mud Zombie

Earlier this year, one of our editors proposed converting one of our Deadly Delve adventures to one of the many OSR rules sets. Figuring why not give it a try, we choose Reign of Ruin and choose Swords and Wizardry as the rules to take. Its a solid game supported by a company that we at JBE respect.

So if you want to see our products in the S&W rules, make sure you download this adventure at JonBrazer.com when it comes out next week.

Today we are showing off one of the monsters from that adventure. We have a lizardfolk mud zombie for you to use in your own adventures.

Mud Zombie, Lizardfolk

Layers of mud crack and flake as the desiccated body of this lizardman moves inside its hardened burial shell, lumbering toward you and loosing an unsettling hissing moan that shreds through its dry lungs and vocal cords.
Hit Dice: 2
Armor Class: 6[13]
Attacks: 2 claws (1d3), 1 bite (1d6)
Saving Throw: 16
Special: dust cloud, immune to sleep and charm
Move: 6
Alignment: Neutral
Number Encountered: 1d6
Challenge Level/XP: 3/60
Similar to normal zombies, these are lizardmen that have either been encased in mud in a horrific ritual, or simply died in a mud pit near desecrated ground and rose later as an undead creature. Whenever a mud zombie takes damage, a dust cloud kicks up around it. Any creatures within 5 feet must immediately succeed on a save or suffer a –2 penalty to all rolls for 1d3 rounds.

Download Deadly Delves: Reign of Ruin for the Swords and Wizardry rules next week at JonBrazer.com.

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5e: Prepare for the Reign Of Ruin

Beware The Blackener Of Bright Waters, For She Is Come Again

Rumors of death move like a plague through the Crannogtowns of the Great Swamp—of ranger patrols mysteriously disappearing on routine scouting missions, of a winged shadow that blots out the midday sun, and of entire villages slaughtered, their homes left burning and the victims’ flesh melted from their bones. All evidence gathered from the sites of these massacres points to the heart of the Great Swamp, where an ancient and primitive tribe of lizardmen have ruled from an abandoned human temple for centuries on end. The Crannogtowns’ protectors, the Stormhammer Rangers, warn that horrid half-dragon monstrosities still stalk the bogs and travelers would do well to stay away from the inner swamp. Yet the killing and the carnage continue, and the people of the Crannogs plead for heroes to aid them now as they did in days long forgotten. Are you up to the challenge?

Reign Of Ruin is the exciting new adventure module in Jon Brazer Enterprises’ Deadly Delves product line, and is designed for the Fifth Edition of the World’s Oldest Fantasy Roleplaying Game. This adventure is designed to heartily challenge a party of 7th- or 8th-level PCs and leave them with a memorable heroic tale. Inside this volume, you’ll find:

  • 18 New or Modified Monsters and NPCs for your campaign, including lizardfolk warpriests, swarms of undead, and a black dragon fighter
  • 9 New Traps to menace the PCs, including retractable stair spikes, acid bath chambers, and statues that spray corrosive fluid
  • 3 New Magic Items waiting to be discovered, including the glorious rainbow sceptre.
  • Full-color maps of a Crannogtown village, as well as five floors of a terrifying temple dungeon
  • Specialized advice on playing a cunning black dragon against a group of PCs in a dangerous game of cat and mouse
  • Enough content for five 7th- or 8th-level PCs to gain nearly two levels, with ideas to extend the story even further once you’re done exploring the temple

Dangers Unknown. Treasures Untold. Adventure Awaits.

Download Deadly Delves: Reign Of Ruin today at the JonBrazer Shop. You can also find this adventure at DriveThruRPG/RPGNow, the Open Gaming Store, and Paizo.com.

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5e: Conjure Woodland Beings

Deadly Delves: Doom of the Sky Sword (5e)

Now that we’ve covered the lowest level conjuring spells for the three classes that can summon assistance. First we covered conjure animals. Then we skipped to the highest level conjure spell: conjure celestial. Last week we talked conjure elemental. Today we talk the next logical step up from conjure animals: conjure woodland beings. First let’s take a look at the spell itself.

Conjure Woodland Beings

4th-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one holly berry per creature summoned)
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures’ statistics.

At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

So what precisely can you conjure with this spell? Well, from the MM, you can summon:
CR 2: Sea hag
CR 1: Dryad
CR 1/2: Pixie, satyr
CR 1/4: Sprite, blink dog

Like conjure celestial, the list of creatures to magically bring to the table is remarkably thin. Even then, a sea hag is going to not be a desirable creature to be summoned many players, it being chaotic evil.

That means that this spell has much needed room for expansion as far as creatures to conjure. Be sure to come back to JonBrazer.com every Wednesday for new monsters, some you can conjure with spells like conjure woodland beings or the other spells we are covering in this series. Support our efforts to cover spells like this and other exciting articles by downloading Deadly Delves: Doom of the Sky Sword for your Fifth Edition game today at JonBrazer.com.

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Pathfinder: Summon Monster V Unchained

We are now officially half way through the summon monster lists and this is where expanding the list of creatures to summon changes from a “want” to a problem that needs to be addressed. If you have not seen our previous expanded lists, check out summon monster I, summon monster II, summon monster III, and summon monster IV.

For summon monster at lower levels, the number of monsters on the list that requires a template dominate, making the number of creatures a good or evil spellcaster can summon to be close to equal. However, summon monster V is where the number of creatures with a predetermined subtype that do not get a template increases and the number of templated creatures drops. Compared to the original summon monster IV list, the number of template-requiring monsters on summon monster V drops by nearly 60% and the number of subtyped monsters increase by 75%. The problem is: there are a whole lot less creatures with the Good subtype rather than the Evil subtype, and this problem persists for all the rest of the summon monster lists. The reason why is very simple: The original Pathfinder Roleplaying Game Bestiary was loaded with monsters for a typical adventuring party to fight. Subsequent Bestiaries rounded out the world by describing their good counterparts, but those creatures were never added to the summon monster list. Evil outsiders still outnumber the good outsiders, but by expanding the list, a good character summoning monsters now has options that they did not have before.

Table 5: Summon Monster V

5th Level Subtype
Ankylosaurus (dinosaur)*
Babau (demon) Chaotic, Evil
Bearded devil Evil, Lawful
Bralani azata Chaotic, Good
Dolphin (orca)*
Dire lion*
Elemental (Large) Elemental
Giant moray eel*
Kyton Evil, Lawful
Salamander Evil, Fire
Woolly rhinoceros*
Xill Evil, Lawful
Pathfinder Roleplaying Game: Bestiary 2
Achaierai Evil, Lawful
Vulpinal (agathion) Good
Giant queen bee*
Belker Air, Evil
Ceustodaemon (daemon) Evil
Giant gar*
Hippopotamus*
Gylptodon (megafauna)*
Megatherium (megafauna)*
Mercane Lawful
Giant Mosquito*
Rast Fire
Emperor cobra (snake)*
Glacier toad*
Pathfinder Roleplaying Game: Bestiary 3
Giant adult ant lion*
Cerberi Evil, Lawful
Incubus (demon) Chaotic, Evil
Iguanodon (dinosaur)*
Achelon (megafauna)*
Shadow mastiff Evil
Ogre spider*
Tojanida Water
Pathfinder Roleplaying Game: Bestiary 4
Host devil (magaav) Evil, Lawful
Styracosaurus (dinosaur)*
Hypnalis
Ostiarius (kyton) Evil, Lawful
Mudlord Earth, Water
Owb Evil
Catrina (psychopomp)
Killer seahorse*
Pathfinder Roleplaying Game: Bestiary 5
Othaos (aeon)
Choral (angel) Good
Megapon ant*
Great assassin bug*
Polar bear*
Ceratosausus (dinosaur)*
Frog father*
Chalicotherium (megafauna)*
Kaprosuchus (megafauna)*
Wihsaak (sahkil) Evil
Giant scarab*
Bestiary 6
Giant hellgrammite (aquatic insect)*
Yamah (azata) Chaotic, Good
Venedaemon (daemon) Evil
Brimorak (demon) Chaotic, Evil
Yaenit (demon) Chaotic, Evil
Devil monkey*
Amargasaurus (dinosaur)*
Kentrosaurus (dinosaur)*
Dunkleosteus (fish)*
Azuretzi (protean) Chaotic

Support our efforts to expand your summon monster list and download Book of Beasts: Monsters of the Shadow Plane today direct from us at the Jon Brazer Enterprises Shop. Doing this helps us to bring you awesome gaming material. Be sure to tell your friends about expanded summon monster lists. 

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Traveller: Paskrin

Creatures of Distant Worlds Compendium (MGT 1e)

Last week was TravellerCon/USA. If you enjoy Traveller and couldn’t make it this year, I hope you can join us next year. It is a fun time and glad to see everyone again.

I have been ignoring Traveller lately, an oversight which I plan to correct starting today. Since I post a monster every Wednesday to this site, today I am posting a Traveller creature. In our first book, Creatures of Distant Worlds, we created a number of monsters for your players to shoot or get devoured by. one that everyone seemed to live or hate is the paskrin. This tiny tentacled rat has a habit of finding its way into the worst possible places, and they can eat through anything. Yes, I said, anything. Given enough time, of course. But fragile parts, like a ship’s fuel line, their teeth can make quick work of that.

They were originally created for 1e Mongoose Traveller. Here are there stats updated for MGT2e.

Animal Hits Speed
Paskrin 4 3 m
Skills Athletics (dexterity) 1, Melee (bite) 2, Recon 2, Stealth 1, Survival 2
Attacks Bite (D3, AP 1)
Traits Armour (+1), Fast Metabolism (+2), Small (–3)
Behaviour Scavenger, Reducer

Check out this creature and more in our book Creatures of Distant Worlds, available now at the Jon Brazer Enterprises Shop. Also be sure to download all of our books for Mongoose Traveller Second Edition at DriveThruRPG and RPGNow.com.

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5e: Conjure Minor Elementals

Deadly Delves: Along Came a Spider (5e)

Today we come to the third major group of conjuring creatures to your side: conjuring elementals. If you haven’t read conjure animals and conjure celestial, be sure to check them out.

Conjure Minor Elementals

4th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower
  • Two elementals of challenge rating 1 or lower
  • Four elementals of challenge rating 1/2 or lower
  • Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The GM has the creatures’ statistics.
At Higher Levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Between conjure animals and conjure celestial, this one more closely resembles the former. Like the druid/ranger spell, it brings a number of lower powered creatures.

This spell let’s a wizard do something similar to their nature-loving counterparts, having cannon fodder to attack in their stead. However, the kinds of creatures you can someone with this spell gives the wizard far more options. Creatures like an azer, fire snake, gargoyle, or magmin possess both a small measure of intelligence and hands. So the creatures summoned to a wizard’s side, while no more powerful than those conjured with the druidic spell, provides more options. Not only can they attack on the character’s behalf, they can build and they can provide information to the conjurer. If monsters are coming to attack, you can prepare and have additional help. If the characters are stuck, these conjured creatures can help provide answers.

If these is one problem with this spell is a lack of options. Unless you desire something of the fire or earth elements, your option is a mephit. This is an issue that we at JBE wish to see rectified. Every Wednesday, we share a monster, either a new creature or one from our adventures. Stop by every week; we will be creating creatures for you to conjure.

Support our efforts to bring you monsters. Download Deadly Delves: Along Came a Spider today from Jon Brazer Enterprises Shop. This 1st-level adventure features spiders, perfect for those with acrophobia, like myself. Also you can get the printed terrain so you do not have to draw the amazing maps featured in this adventure. Order them today from DriveThruRPG and RPGNow.

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Pathfinder: Summon Monster IV Unchained

These past two weeks, we shared with you our take on expanding the summon monster lists. Find the expanded lists for summon monster I, summon monster II, and summon monster III by clicking on these spells. Today we are sharing with you the list for summon monster IV. Make sure to share these with your friends. These are a great help to many spellcasters.

Summon monster IV is where we move into the more fun monsters. Between lions, dire apes and wolves, and giant ants, we are well beyond the animals most people encounter and are into the dangerous animals. Add on a celestial or fiendish template and these creatures are downright scary. Of all the lists that need expanding, this one needs it the least, at least in my own opinion. The reason being is that the players can get summon monster IV by 7th level and not many games survive many levels beyond this. This makes it all the more important that these monster be darn cool, which the base list achieves. Having said that, it can be cooler. With giant chameleons, vultures, and seahorses, dire weasels, and a great white shark you have your choice of awesome templated animals to tackle your enemies with.

Table 4: Summon Monster IV

4th Level Subtype
Ant, giant (drone)*
Bison (herd animal)*
Deinonychus (dinosaur)*
Dire ape*
Dire boar*
Dire wolf*
Elemental (Medium) Elemental
Giant scorpion*
Giant wasp*
Grizzly bear*
Hell hound Evil, Lawful
Hound archon Good, Lawful
Lion*
Mephit (any) Elemental
Pteranodon (dinosaur)*
Rhinoceros*
Pathfinder Roleplaying Game: Bestiary 2
Slicer beetle*
Giant whiptail centipede*
Crysmal Earth
Accuser devil (zebub) Evil, Lawful
Parasaurolophus (dinosaur)*
Giant dragonfly*
Giant dragonfly nymph*
D’ziriak
Gloomwing
Howler Chaotic, Evil
Megaloceros (megafauna)*
Sandman Earth, Evil
Albino cave solifugid*
Giant black widow spider*
Pathfinder Roleplaying Game: Bestiary 3
Vulnudaemon (daemon) Evil
Schir (demon) Chaotic, Evil
Dimetrodon (dinosaur)*
Pachycephalosaurus (dinosaur)*
Aghash (div) Evil
Giant chameleon (lizard)*
Magmin Chaotic, Fire
Giant rot grub (parasite)*
Shae
Giant skunk*
Giant vulture*
Pathfinder Roleplaying Game: Bestiary 4
Comozant wyrd Air
Giraffe (herd animal)*
Giant locust*
Giant seahorse*
Great white shark*
Shulsaga
Walrus*
Dire weasel*
Pathfinder Roleplaying Game: Bestiary 5
Reptial (agathion) Good
Ahkhat Earth
Knight ant*
Giant assassin bug*
Gancanagh (azata) Chaotic, Good
Blood caterpillar*
Abrikandilu (demon) Chaotic, Evil
Digmaul*
Goliath frog*
Lamhigyn Chaotic, Evil
Spear urchin*
Giant termite*
Narwhal (whale)*
Wolliped*
Bestiary 6
Giant belostomatid (aquatic insect)*
Lacridaemon (daemon) Evil
Vermlek (demon) Chaotic, Evil
Crimson jellyfish*
Ourdivar (protean) Chaotic
Esobok (psychopomp)
Viduus (psychopomp)
Hydraggon (qlippoth) Chaotic, Evil

Every spellcaster needs more feats. Download Book of Magic: 7 Spellcaster Feats today from the Jon Brazer Enterprises Shop today and support our efforts to bring you more expanded lists of summoned monsters, new monsters and much more. Support us today and get yourself some awesome feats.

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5e: Draugr

Deadly Delves: Rescue from Tyrkaven (5e)

The way we present Fifth Edition monsters and NPCs these days is a quite standardized for us, but that was not always the case. Before there was a 5e OGL, we used the 3.5/Pathfinder’s SRD to make our 5e books. Because of that, we had Deadly Delves: Rescue from Tyrkaven available much earlier than anyone else. It also means that the monsters there, while still balanced need to be updated. While we will get to that, I thought I would share with you one of those monsters now in their updated stat block.

Let me dispel any speculation by coming clean: the draugr in this adventure were inspired by the draugr in The Elder Scrolls V: Skyrim, a game I enjoy quite a bit and still play from time to time. I wanted my zombies to be more than your standard shambling horde that will feast on your brains, eventually. I wanted fast and dangerous creatures that would make players tremble when they see their numbers and enjoy turning them into a pile of bones and rotten flesh. That is what these monsters deliver and I am glad to have created them.

Draugr

Medium undead, neutral evil


Armor Class 11
Hit Points 45 (7d8 + 14)
Speed 40 ft.


Str 14 (+2) Dex 12 (+1) Con 15 (+2)
Int 6 (–2) Wis 12 (+1) Cha 7 (–2)


Saving Throws Wis +3
Skills Perception +3, Stealth +3
Damage Immunities poison
Condition Immunities poisoned
Languages Common (cannot speak)
Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP)

Actions


Multiattack. The draugr makes two slam attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
Scream (usable once day). As its action, a draugr can let out a terrifying scream that is also a rallying cry. All undead within 30 feet gain advantage to attack rolls. This bonus lasts for 1 minute.

Support our efforts to bring you monsters every week by download Deadly Delves: Rescue from Tyrkaven for Fifth Edition at the JBE Shop.

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Puerto Rico Hurricane Relief Bundle

GGBf Puerto Rico

Us gamers believe in doing good and slaying the dragon or stopping the evil overlord. We do this in our minds and our hearts. Well today we have an opportunity to save people in need in the real world. As you know, Puerto Rico was hit by a massive hurricane. Clean drinking water and food are in short supply and electricity is nearly non-existent.

Right now you can purchase the Puerto Rico Hurricane Relief Bundle at DriveThruRPG/RPGNow for $25. All proceeds are going to the GlobalGiving Puerto Rico & Caribbean Hurricane Relief Fund.

For your $25, you will get over $450 in excellent role playing game products for your games. These include a sizeable amount of Pathfinder, Fifth Edition, OSR, BRP, and more from the excellent people behind Kobold Press, Legendary Games, Playground Adventures, Necromancers of the Northwest, Arc Dream Publishing, and many others. Jon Brazer Enterprises is proud to be apart of this bundle contributing our first major adventure Deadly Delves: Reign of Ruin for the 13th Age Roleplaying Game.

Together we can be the hero that we play in our games and help those in need today.
Download today at DriveThruRPG/RPGNow.

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5e: Conjure Celestial

Book of Beasts: Monsters of the Forbidden Woods (5e)

Last week, we took a look at the lowest level spell to conjure monsters to fight on your behalf: conjure animals. Today, we are skipping to the opposite extreme and going to the highest level spell that lets you have help from beyond (other than gate): conjure celestial.

Conjure Celestial

7th-level conjuration
Casting Time: 1 minute
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 hour
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.
The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.
The GM has the celestial’s statistics.
At Higher Levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

First point to notice about this spell versus conjure animals is that you can only bring one creature. With conjure animals, you can bring a greater number of lower level creatures, using them as cannon fodder if need be. This spell, however, you can only call in one creature. So you are going to want to make sure it is exactly the creature you want for the situation.

The next point to note is that you are limited to creatures of challenge 4 or below (5 if you cast it as a 9th level spell). As a 7th-level spell (which you have to be 13th level to cast in the first place), you can either call upon a single celestial for 1 hour that is of a difficulty that your group was defeating 9 levels prior. At a time when you can cast plane shift, regenerate, and resurrection, this spells seems under-powered. However, this can be countered be a large number of creatures with a wide variety of abilities that you can call upon. Which brings me to the most important point concerning with this spell…

There are not that many creatures that qualify for this spell. Like I mentioned you are limited to Challenge 4 and below (5 if you don’t need to use true resurrection today). In the MM, these are all the creatures this spell can conjure: couatl (Challenge 4), pegasus (Challenge 2), and a unicorn (Challenge 5). That’s it. If there were a spell called conjure fiend for an evil cleric (which, I assume there is), that cleric would have 11 creatures to summon (16 if cast as a 9th-level spell). That is more than 5 times as many. Sure the MM is designed with things to kill in mind, but there should be more options available.

That is a large oversight that needs corrected. Follow us at JonBrazer.com as we create some celestials just for you. Every Wednesday we showcase either a new monster or one from our adventures or monster books. We are working on some monsters for your to conjure (whether for this spell or the others that we are coming here).

Support our efforts to create monsters for you. Download Book of Beasts: Monsters of the Forbidden Woods today direct from us for your Fifth Edition game here at JonBrazer.com. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.