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Traveller: Giant Ants

Every Wednesday, we have a new monster here at JonBrazer.com, and we are making sure that at least one of these creatures every month is for the Traveller Roleplaying Game. Last month we had the paskrin, a creature that chews on the power cables of a ship, which everyone just LOVES!!!! Today we are taking a look at giant ants.

So many times in science fiction, we encounter creatures that are familiar and either harmless or mostly harmless that are scaled up to gigantic sizes. Suddenly those harmless creatures are anything but and it is your job to deal with them. One that just about everyone has seen before is a giant ant. Today we stat it up for you.

So exactly how big and dangerous is this this thing? With a trait of Large (+5), it is larger than an elephant but smaller than the largest whales. Think of a dinosaur. Come to think of it, these stats would be great for a dinosaur as well since it has an exoskeleton similar to those great lizards’ thick hide. So yea, building (and ship) damage is hardly out of the question for these creatures. With a nice radiation contamination, an entire colony of these gigantic creatures insects could make short work of a city, no matter what tech level.

Animal Hits Speed
Giant Ant 110 9 m
Skills Athletics (strength) 4, Melee (bite) 3, Recon 1, Survival 2
Attacks Bite (6D)
Traits Armour (+3), Large (+5)
Behaviour Omnivore, Eater

If you want more creatures in your Traveller game, download Prelude to War: State of Chaos at DriveThruRPG or RPGNow today. This adventure has 10 new creatures ready to be used in your game.

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Pathfinder: Goblin-O’-Wisp

Varying up a monster is a great way of keeping your players on their toes. By giving them something they don’t expect, they are not sure what else is changed. It will give them a moment’s pause.

When you change a monster, pick a theme. Let that theme guide you in varying that monster. Take the will-o’-wisp as an example. Vary that up with a goblin theme so your first change should be to change the damage type to fire instead of electricity. Then the next part you should change is their description and their behavior to be more in line with a goblin. This will allow you to put your own stamp on your game.

​Goblin-O’-Wisp

(Based on a will-o’-wisp)

This faintly glowing ball of red and orange light bobs gently in the air, the nebulous image of a goblin’s skull is visible somewhere in its depths.

Goblin-O’-Wisp CR 6

XP 2,400
CE Small aberration (fire)
Init +14; Senses darkvision 60 ft.; Perception +17


Defense


AC 27, touch 27, flat-footed 16 (+5 deflection, +10 Dex, +1 dodge, +1 size)
hp 40 (9d8)
Fort +3, Ref +13, Will +9
Defensive Abilities natural invisibility; Immune magic


Offense


Speed fly 50 ft. (perfect)
Melee incinerate +17 touch (2d8 fire/18-20)
Statistics
Str 1, Dex 31, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 25 (cannot be tripped)
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear
Ecology
Environment any swamp
Organization solitary, pair or string (3-4)
Treasure incidental
Special Abilities
Feed on Fear (Su) Anytime a goblin-o’-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immune to Magic (Ex) Goblin-o’-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Goblin-o’-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

Find ways to vary up more monsters with the Book of Beasts: Varied Monsters at JonBrazer.com.

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Pathfinder: Summon Monster VII Unchained

Be sure to check out all the expanded summon monster lists: summon monster I, summon monster II, summon monster III, and summon monster IV, summon monster V, and summon monster VI.

Summon monster VII is where you start to get crazy powerful. Celestial dire crocodiles and giant squids, fiendish mastodons, tyrannosauri and brachiosauruses. Not to mention greater elementals, bone devils, vrocks, bebilith, and … that’s it. While these creatures and rarely seen because they are so high level, we are rapidly losing variety. This is why the list of creatures needs expanded. And here you are:

Table 7: Summon Monster VII

7th Level Subtype
Bebilith Chaotic, Evil
Bone devil Evil, Lawful
Brachiosaurus (dinosaur)*
Dire crocodile*
Dire shark*
Elemental (greater) Elemental
Giant squid*
Mastodon (elephant)*
Roc*
Tyrannosaurus (dinosaur)*
Vrock (demon) Chaotic, Evil
Pathfinder Roleplaying Game: Bestiary 2
Avoral (agathion) Good
Movanic deva (angel) Good
Shield archon Good, lawful
Titan centipede*
Leukodaemon (daemon) Evil
Piscodaemon (daemon) Evil
Kalavakus (demon) Chaotic, Evil
Behemoth hippopotamus*
Zelekhut (inevitable) Lawful
Jyoti (without breath of life)
Imentesh (protean) Chaotic
Nyogoth (qlippoth) Chaotic, Evil
Giant anaconda (snake)*
Giant snapping turtle*
Whale*
Pathfinder Roleplaying Game: Bestiary 3
Upasunda (asura) Evil, Lawful
Ghawwas (div) Evil
Pathfinder Roleplaying Game: Bestiary 4
Einherji Chaotic
Sacristan (kyton) Lawful, Evil
Pathfinder Roleplaying Game: Bestiary 5
Raelis (azata) Chaotic, Good
Therizinosaurus (dinosaur)*
Moon dog Good
Pakalchi (sahkil) Evil
Giant mantis shrimp*
Vescavor queen Chaotic, Evil
Bestiary 6
Sangudaemon (daemon) Evil
Leng hound Chaotic, Evil
Elasmotherium (megafauna)*
Mokele-mbembe*
Shoki (psychopomp)
Gorgoros (qlippoth) Chaotic, Evil
Zohanil (Sahkil) Evil
Siren’s Bed Anemone (sea anemone)*

If you are going to use an expanded monster list like this, you are going to need a high level adventure. Download Deadly Delves: The Chaosfire Incursion today from the Jon Brazer Enterprises Shop. Your support in downloading this adventure helps us to bring you these expanded summon monster lists and more.

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Pathfinder: Darkling

With Halloween coming up awfully fast, I thought I would post one of my favorite scary monsters for this week’s Monster Wednesday. This monster is based on “The Gentlemen” from Buffy the Vampire Slayer. If you are not familiar with them, they removed their victim’s heart while the person is alive and unable to scream.

Darkling CR 6

XP 2,400
CE Large fey (extraplanar)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +15


DEFENSE


AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
hp 75 (10d6+40); blood healing
Fort +6, Ref +10, Will +9
DR 10/cold iron; Resist cold 5


OFFENSE


Speed 40 ft.
Melee +1 feystone battleaxe +11 (2d8+8), claw +7 (1d6+4)
Space 10 ft., Reach 10 ft.
Spell-like Abilities (CL 5th; concentration +5)
Constant – zone of silence (20 ft. radius)
3/day – flicker, snow spray (DC 13)


STATISTICS


Str 26, Dex 16, Con 16, Int 8, Wis 15, Cha 11
Base Atk +5; CMB +14 (+13 with battleaxe, +16 Sunder, +19 Sunder with battleaxe); CMD 27 (+29 vs. Sunder)
Feats Cleave, Improved Sunder, Lunge, Power Attack (-2/+4), Ability Focus (snow spray)B, Toughness
Skills Climb +21, Knowledge (planes) +12, Perception +15, Sense Motive +15, Stealth +12 (+16 in dim light or darkness); Racial Modifiers +4 to Stealth in dim light or darkness
Languages Sylvan; telepathy 100 ft.
SQ planar knowledgeable


ECOLOGY


Environment cold forest (Plane of Shadows)
Organization solitary, pair, fear (1-2 plus 4-8 dull mites)
Treasure standard (+1 feystone battleaxe, other treasure)


SPECIAL ABILITIES


Blood Healing (Su) If a darkling spends a move action licking the blood of a recent victim off its stone battleaxe or its claws, it gains fast healing 3 for 2 rounds. A Darkling can heal up to a maximum of 20 hp/day (double its current HD) in this manner. This action does not provoke an attack of opportunity.
Feystone Battleaxe A darkling wields crude tools made from stone and worked in a way that only the fey know how. A mundane large feystone battleaxe cost 10 gp, weights 18 lbs, grants a -2 penalty on attacks, grants a +2 bonus when attempting to Sunder, deals 2d8-1+Str modifier damage, deals double damage on a critical hit, has a hardness of 7, and has 7 hp.
Flicker (Sp) A darkling can turn invisible for 1 round as a swift action. The spell-like ability ends if the darkling attacks any creature (see invisibility). This ability is the equivalent of a 1st-level spell.
Planar Knowledgeable (Ex) Knowledge (planes) is a class skill for a darkling. Knowledge (local) is not a class skill.
Snow Spray (Sp) A 30 ft cone of snow sprays out from a darkling’s fingertips. All creatures within the area of effect take 5d4 points of cold damage and are entangled for 1 round. Creatures that succeeds a Reflex save (DC 13) take half damage and are not entangled. The DC for this ability is Charisma-based. This ability is the equivalent of a 1st-level spell.

The darkling first appears in the Book of Beasts: Monsters of the Shadow Plane. Download this awesome monster book today at the JBE Shop and support us bringing you new monsters every week.

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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 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: 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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Pathfinder: Summon Monster III Unchained

Today we share with you the third in our Summon Monster Unchained series. The first in the series can be found here, and the second in the series is here.

It is about this time I should point out several omissions from this list. For those wanting a more Asian-influenced game will not find the oni on the summoned monster lists, the first of them should appear on this list just as many archons, angels, azatas and other outsiders are making their first appearances. It is rather unfortunate that these and similar outsiders are not on this list. The reason for their absence lies in the fact that they are native outsiders instead of extraplanar outsiders. This matters in that aasimars, tieflings, couatl, genies, and similar outsider creatures are all of the native outsider variety and not a one are on the original summon monster. Following this pattern other native outsiders are excluded from this list. Custom spells should be allowed to summon such creatures, but this series of spells should not do so.

We hope you enjoy this list.

Table 3: Summon Monster III

3rd Level Subtype
Ant, giant (soldier)*
Ape
Aurochs (herd animal)*
Boar*
Cheetah*
Constrictor snake*
Crocodile*
Dire bat*
Dretch (demon) Chaotic, Evil
Electric eel*
Giant lizard*
Lantern archon Good, Lawful
Leopard (cat)*
Shark*
Wolverine*
Pathfinder Roleplaying Game: Bestiary 2
Paracletus (aeon)
Silvanshee (agathion) Good
Cassisian (angel) Good
Lyrakien (azata) Chaotic, Good
Azer Fire, Lawful
Dire badger*
Cacodaemon (daemon) Evil
Arbiter (inevitable) Lawful
Voidworm (protean) Chaotic
Cythnigot (qlippoth) Chaotic, Evil
Thoqqua Earth, Fire
Giant toad*
Pathfinder Roleplaying Game: Bestiary 3
Harbinger archon Good, Lawful
Tripurasura (asura) Evil, Lawful
Axe beak*
Doru (div) Evil
Augur (kyton) Evil, Lawful
Giant porcupine*
Giant sea anemone*
Pathfinder Roleplaying Game: Bestiary 4
Velociraptor (dinosaur)*
Mammoth flea*
Nosoi (psychopomp)
Bull shark*
Soulsliver Evil
Pathfinder Roleplaying Game: Bestiary 5
Cambion (demon) Chaotic, Evil
Plesiosaurus (dinosaur)*
Moa (megafauna)*
Esipil (sahkil) Evil
Wysp Elemental
Bestiary 6
Giant tube worm (sea worm)*

Witches can summon monsters but that is not all they can do. Support our efforts to expand your summon monster list and download Book of Magic: Patron Hexes today direct from us at the Jon Brazer Enterprises Shop. You can also find it at DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.

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13th Age: Befouled Air Elemental

Deadly Delves Reign of Ruin (13th Age)

If you haven’t played the 13th Age Roleplaying Game, you really should. It is a solid take on Fourth Edition of Dungeons and Dragons that focuses on the best parts and leave the less fun parts to the wayside. Not only that, it is designed with great and important people in the world and your relationship to them. In the same way that Gandolf was an important person Middle Earth and had to leave Bilbo and the dwarves to their own devices in The Hobbit, so here are the icons. They delegate tasks to the players, and the players’ actions have a major impact on the world.

Today we are showing off a befouled air elemental from the 13th Age Compatible version of the adventure Deadly Delves: Reign of Ruin. This creature is meant to be a magical construct, similar to elemental but suffused with negative energy. We hope it is quite a bit of fun in your game.

Befouled Air Elemental

A noxious funnel of dust, debris, tumbleweeds, and stinking swamp air twirls toward you.

3rd level troop [construct]
Initiative +9

Whirling fury +8 vs. PD—10 negative energy damage.

Natural 16+: The target is hampered (save ends).

C: Lightning strike +8 vs. PD (1 nearby or far away enemy)—5 negative energy damage and 5 ongoing lightning damage; The air elemental moves through the target’s space and cannot be intercepted during this movement. It must end this movement nearby the target.

Flier: Air elementals are flawless fliers, changing altitude with great ease.

Resist lightning 16+: When a lightning attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.

AC 20
PD 17 HP 45
MD 13

If you want to see more 13th Age Compatible adventures, download Deadly Delves: Reign of Ruin today from. the JBE Shop. Your support helps us create more great products. This adventure is also available at DriveThruRPG/RPGNow, and Open Gaming Store.

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Pathfinder: Lizardfolk Sorcereress

Today we don’t so much bring you an NPC instead of a monster. With next month seeing the 5e and Swords and Wizardry versions of the Pathfinder/13th Age adventure Deadly Delves: Reign of Ruin, I’m sharing with you one of the NPCs from that dungeon. I know spellcasters take longer to create than martial types becuase of all the spells they have to choose, this is a perfect one to share. I hope you enjoy it.

Lizardfolk Sorceress CR 5

XP 1,600
Female lizardfolk sorcerer 6
NE Medium humanoid (reptilian)
Init +1; Senses Perception –1


Defense


AC 21, touch 11, flat-footed 20 (+4 armor, +1 Dex, +2 natural, +4 shield)
hp 45 (6d6+24) plus 1d10+6 temporary
Fort +5, Ref +3, Will +4
DR 10/magic vs. ranged weapons (max 60 damage reduced); Resist acid 10


Offense


Speed 30 ft., swim 30 ft.
Melee mwk spear +4 (1d8)
Ranged ranged touch +4 (by spell)
Sorcerer Spell-Like Abilities (CL 6th, concentration +8)

5/day—elemental ray (1d6+3 acid)

Sorcerer Spells Known (CL 6th, concentration +8)

3rd (3/day)—fireball (acid, DC 15)
2nd (6/day)—false life, protection from arrows, scorching ray (acid)
1st (7/day)—burning hands (acid, DC 13), mage armor, magic missile (acid), shield, vanish APG
0 (at will)—acid splash, bleed (DC 12), daze (DC 12), detect magic, flare (DC 12), resistance, touch of fatigue (DC 12)
Bloodline elemental (earth)


Statistics


Str 10, Dex 12, Con 16, Int 11, Wis 9, Cha 14
Base Atk +3; CMB +3; CMD 14
Feats Eschew Materials, Point Blank Shot, Precise Shot, Toughness
Skills Appraise +7, Spellcraft +7, Use Magic Device +9; Racial Modifiers +8 Swim
Languages Draconic
Gear masterwork spear, anatomy doll UE, potion of bear’s endurance, wand of vitriolic mist UM (3
charges), war paint of the terrible visage APG

Download the Pathfinder adventure Deadly Delves: Reign of Ruin today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and Open Gaming Store.

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Pathfinder: Summon Monster I Unchained

Recently, it was asked on Paizo’s forums for the summon monster list of monsters to be expanded. We at JBE decided to take up the challenge. What you have before you is the table of all 6 Bestiaries that are on par with the monsters from the original summon monster table (Note: 6 is not present here because B6 does not have any monsters in it comparable to those summonable with summon monster I).

Table 1: Summon Monster I

Pathfinder Roleplaying Game Bestiary Subtype
Dire rat*
Dog*
Dolphin*
Eagle*
Fire beetle*
Frog, poison*
Pony (horse)*
Viper (familiar)*
Pathfinder Roleplaying Game: Bestiary 2
Badger*
Giant Cockroach*
Compsognathus (dinosaur)*
Giant maggot*
Baboon (primate)*
Stingray*
Snapping turtle*
Pathfinder Roleplaying Game: Bestiary 3
Flying squirrel (familiar)*
Goat (familiar)*
Pig (familiar)*
Raccoon (familiar)*
Antelope (herd animal)*
Kangaroo (marsupial)*
Thylacine (marsupial)*
Ghost scorpion*
Giant crab spider*
Vulture*
Pathfinder Roleplaying Game: Bestiary 4
Giant flea*
Trumpeter swan*
Pathfinder Roleplaying Game: Bestiary 5
Flying fox (familiar)*
Penguin (familiar)*
Red panda (familiar)*
Seal (familiar)*

Return every Friday for a new and expanded summon monster list. Download our Book of Magic series for more awesome Pathfinder material today at the JBE Shop, DriveThruRPG/RPGNow, Paizo, and the Open Gaming Store.