Summon Monster

* This creature is summoned with the celestial template if you are good, the entropic template if you are chaotic, the fiendish template if you are evil, or the resolute template if you are lawful; you may choose any if you are neutral.

1 The original source material did not explicitly state this but it can be assumed the intent is to use the creature indicated but with the Young Creature template applied. The GM will need to adjust the creature with this template if d20pfsrd.com has not already created one with it applied.

2 This creature has the extraplanar subtype but is otherwise normal for its kind.

3 Adventure Path #29 refers to this monster as “Cerberai” but we could not find that exact named monster. We believe that the linked to monster is appropriate however.

4 The source indicated this monster could be summoned via summon monster VI but when the monster “officially” appeared in B3 this information was omitted. Consult your GM to determine if it can be summoned using summon monster VI or not in his or her campaign.

Summon Monster I

Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)

Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list on Table: Summon Monster. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an “*” are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an “*” always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell’s type match your alignment.

The summon monster spells have numerous entries representing creatures that are summoned from the Outer Planes, and thus have the celestial or fiendish template or can be summoned with the entropic or resolute template (Pathfinder RPG Bestiary 2, pages 292 and 293, respectively).

Summon Monster II

This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Summon Monster III

This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Summon Monster IV

This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster V

School conjuration (summoning); Level bard 5, cleric/oracle 5, medium 4, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner/unchained summoner 4, witch 5; Domain darkness 5; Subdomain dark tapestry 5; Elemental School air 5, earth 5, fire 5, water 5; Mystery flame 5

This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VI

This spell functions like summon monster I, except that you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VII

School conjuration (summoning); Level cleric/oracle 7, psychic 7, sorcerer/wizard 7, summoner 5, unchained summoner 6, witch 7; Bloodline aquatic 7; Elemental School air 7, earth 7, fire 7, water 7

This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VIII

School conjuration (summoning); Level cleric/oracle 8, psychic 8, sorcerer/wizard 8, summoner 6, witch 8; Bloodline elemental 8; Elemental School air 8, earth 8, fire 8, water 8

This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster IX

School conjuration (summoning); Level cleric/oracle 9, psychic 9, sorcerer/wizard 9, witch 9; Domain chaos 9, evil 9, good 9, law 9; Bloodline abyssal 9

This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Alternative Summoning Options

Many adventure paths include custom summoning options for characters who follow certain gods, or must meet other special requirements (such as only being available to members of certain races).

Like any other optional rules, players should always consult their GM to see if they are approved for use. The Source column indicates which Adventure Path or specific book included that creature as an alternative summoning option.

Applicable Feats

There are a few feats which have special effects on the summon monster spells.

These feats include custom summoning lists and are fully detailed in the feats section of this site.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.