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Summon Creature M1–6 T1–6

School conjuration (summoning)
Casting Time 1 round
Range medium (100 ft. + 10 ft./level)
Effect one or more summoned creatures
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

This spell summons an extraplanar creature (typically an elemental, magical beast native to another plane, or outsider, but also occasionally even extraplanar constructs). The summoned creature 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 to not attack, to attack particular enemies, or to perform other actions.

When you gain this spell as a spell known, select four creatures from the appropriate list in Table 8: Summon Creature for each level at which you can cast this spell. For example, for the 1st-level summon creature spell, you could choose Tiny air, earth, fire, and water elementals. Note that a particular alignment or class is sometimes required to choose certain creatures, as listed in Table 8. In place of a single selection, you can choose a creature from a lower-level summoning list; doing so allows you the option of summoning multiple such creatures at a time. Each time you gain a character level, you can change these selections.

You can gain summon creature a second time at the highest spell level you know, selecting four additional appropriate creatures at each level you can cast this spell.

You choose which of the selected creatures you summon each time you cast the spell.

Level Effect
1st When you cast summon creature as a 1st-level spell, you summon one creature from your selection of creatures from the 1st-level summoning list.
2nd When you cast summon creature as a 2nd-level spell, you summon one creature from your selection of creatures from the 2nd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
3rd When you cast summon creature as a 3rd-level spell, you summon one creature from your selection of creatures from the 3rd-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
4th When you cast summon creature as a 4th-level spell, you summon one creature from your selection of creatures from the 4th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
5th When you cast summon creature as a 5th-level spell, you summon one creature from your selection of creatures from the 5th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.
6th When you cast summon creature as a 6th-level spell, you summon one creature from your selection of creatures from the 6th-level summoning list. If the chosen creature is from a lower-level summoning list, you summon three such creatures instead.

A summoned creature can’t use teleportation or planar travel abilities or magical divination abilities. Creatures can’t be summoned into an environment that can’t support them (such as summoning a breathing creature into a vacuum). Creatures summoned using this spell can’t use spells or spell-like abilities that duplicate spells that require expending Resolve Points or expensive materials to cast (such as raise dead).

To generate statistics for a summoned creature, first check the Stat Block column of Table 8: Summon Creature.

Otherwise, if the entry is Tiny, Small, Medium, Large, Huge, or elder, use the elemental stat block of the same name and apply the appropriate graft, listed in the Applied Graft column. Non-elemental creatures lose elemental immunities and do not gain an elemental graft.

For example, to get the statistics of an angel from the 1st-level list, you use the tiny elemental stat block and apply the angel summoning graft.

Table 8: Summon Creature
1st Level Stat Block Applied Graft Summoner Requirements
Aeon Tiny Summoning Neutral-aligned
Agathion Tiny See creature details Nonevil
Angel Tiny Summoning Nonevil
Archon Tiny Summoning Nonchaotic and nonevil
Azata Tiny Summoning Nonevil and nonlawful
Daemon Tiny Summoning Nongood
Demon Tiny Summoning Nongood and nonlawful
Devil Tiny Summoning Nonchaotic and nongood
Elemental, air Tiny Elemental None
Elemental, earth Tiny Elemental None
Elemental, fire Tiny Elemental None
Elemental, water Tiny Elemental None
Fey Plane beast Tiny Summoning Mystic
Inevitable Tiny Summoning Nonchaotic
Protean Tiny Summoning Nonlawful
Robot Tiny Summoning Technomancer
Shadow creature Tiny Summoning None
Skittermander whelp See creature details Simple template* None
2nd Level Stat Block Applied Graft Summoner Requirements
Aeon Small Summoning Neutral-aligned
Agathion Small Summoning Nonevil
Angel Small Summoning Nonevil
Archon Small Summoning Nonchaotic and nonevil
Azata Small Summoning Nonevil and nonlawful
Daemon Small Summoning Nongood
Demon Small Summoning Nongood and nonlawful
Devil Small Summoning Nonchaotic and nongood
Elemental, air Small Elemental None
Elemental, earth Small Elemental None
Elemental, fire Small Elemental None
Elemental, water Small Elemental None
Fey Plane beast Small Summoning Mystic
Inevitable Small Summoning Nonchaotic
Protean Small Summoning Nonlawful
Robot Small Summoning Technomancer
Security robot, observer-class See creature details Simple template* Technomancer
Shadow creature Small Summoning None
3rd Level Stat Block Applied Graft Summoner Requirements
Aeon Medium Summoning Neutral-aligned
Agathion Medium Summoning Nonevil
Angel Medium Summoning Nonevil
Archon Medium Summoning Nonchaotic and nonevil
Azata Medium Summoning Nonevil and nonlawful
Crest-eater See creature details Simple template* None
Daemon Medium Summoning Nongood
Demon Medium Summoning Nongood and nonlawful
Devil Medium Summoning Nonchaotic and nongood
Elemental, air Medium Elemental None
Elemental, earth Medium Elemental None
Elemental, fire Medium Elemental None
Elemental, water Medium Elemental None
Fey Plane beast Medium Summoning Mystic
Haan See creature details Simple template* None
Inevitable Medium Summoning Nonchaotic
Ksarik See creature details Simple template* None
Protean Medium Summoning Nonlawful
Robot Medium Summoning Technomancer
Shadow creature Medium Summoning None
4th Level Stat Block Applied Graft Summoner Requirements
Aeon Large Summoning Neutral-aligned
Agathion Large Summoning Nonevil
Angel Large Summoning Nonevil
Archon Large Summoning Nonchaotic and nonevil
Azata Large Summoning Nonevil and nonlawful
Daemon Large Summoning Nongood
Demon Large Summoning Nongood and nonlawful
Devil Large Summoning Nonchaotic and nongood
Elemental, air Large Elemental None
Elemental, earth Large Elemental None
Elemental, fire Large Elemental None
Elemental, water Large Elemental None
Fey Plane beast Large Summoning Mystic
Inevitable Large Summoning Nonchaotic
Mountain eel See creature details Simple template* None
Orocoran See creature details Simple template* None
Protean Large Summoning Nonlawful
Robot Large Summoning Technomancer
Shadow creature Large Summoning None
5th Level Stat Block Applied Graft Summoner Requirements
Aeon Huge Summoning Neutral-aligned
Agathion Huge Summoning Nonevil
Angel Huge Summoning Nonevil
Archon Huge Summoning Nonchaotic and nonevil
Azata Huge Summoning Nonevil and nonlawful
Daemon Huge Summoning Nongood
Demon Huge Summoning Nongood and nonlawful
Devil Huge Summoning Nonchaotic and nongood
Elemental, air Huge Elemental None
Elemental, earth Huge Elemental None
Elemental, fire Huge Elemental None
Elemental, water Huge Elemental None
Fey Plane beast Huge Summoning Mystic
Inevitable Huge Summoning Nonchaotic
Protean Huge Summoning Nonlawful
Robot Huge Summoning Technomancer
Shadow creature Huge Summoning None
Surnoch See creature details Simple template* None
6th Level Stat Block Applied Graft Summoner Requirements
Aeon Elder Summoning Neutral-aligned
Agathion Elder Summoning Nonevil
Angel Elder Summoning Nonevil
Archon Elder Summoning Nonchaotic and nonevil
Azata Elder Summoning Nonevil and nonlawful
Daemon Elder Summoning Nongood
Demon Elder Summoning Nongood and nonlawful
Devil Elder Summoning Nonchaotic and nongood
Elemental, air Elder Elemental None
Elemental, earth Elder Elemental None
Elemental, fire Elder Elemental None
Elemental, water Elder Elemental None
Fey Plane beast Elder Summoning Mystic
Inevitable Elder Summoning Nonchaotic
Protean Elder Summoning Nonlawful
Robot Elder Summoning Technomancer
Shadow creature Elder Summoning None

* When this creature is summoned, it gains the celestial simple template graft if you are good, the fiendish simple template graft if you are evil, or the astral simple template graft if you are neither.

Summoning Grafts

Summoning grafts are applied to the base elemental stat blocks to create statistics for summoned creatures. Creatures with summoning grafts lose elemental immunities and do not gain an elemental graft.

The various summoning grafts represent a small subset of the creatures of the listed type that exist. For example, there are many different kinds of angels in existence, but those summoned by the summon creature spell have the same basically humanoid shape. With your GM’s permission, you might be able to summon creatures whose appearances differ from those listed below, using the same stat blocks and summoning grafts.

Type and Subtype: The creature’s type and subtype change to match the summoning graft. Do not apply creature type or subtype grafts to the summoned creatures; all the required changes are listed with the summoning graft.

Alignment: The creature’s alignment changes to match the summoning graft, if noted.

Traits: The traits listed follow the universal creature rules as normal unless they state otherwise.

Skills: The skills noted in a summoning graft are in addition to the skills listed with the base elemental stat block, and they have the same total skill bonus as the base stat block’s existing skills.

Languages: The summoning graft lists all the languages spoken by summoned creatures of that description.

Attack: The summoning grafts might also change the elemental stat block’s listed slam attack. If only a type of attack and damage are listed, the attack bonus and damage dealt do not change. For example, a CR 1/3 angel summoned from the 1st-level summoning list has a natural sword of light, which deals slashing damage but is still a melee attack with a +5 attack bonus that deals 1d6+3 damage. Some grafts add a new form of attack, which is detailed according to the CR of the summoned creature.

Graft Descriptions

The following graft descriptions are all for summoning grafts related to the summon creature spell.

Although it is relatively easy to make these changes on the fly when you have access to the appropriate base elemental stat block, we do recommend that you prepare full stat blocks for the creatures you can summon for the purposes of speeding up play. If a summoning graft description does not have an entry listed, there is no change in that entry from the base elemental stat block (other than losing the elemental immunities entry).

Aeon

Aeons are inscrutable neutral outsiders often working to maintain and protect reality. They appear as clouds of glowing energy, with a few limbs and tools jutting from the haze. They communicate only in images.

Type: Outsider (aeon, extraplanar).

Traits: Supernatural fly speed of 30 ft. (perfect); immunity to cold, critical hits, and poison; resistance to electricity and fire equal to creature’s CR.

Skills: Add Culture, Engineering, Life Science, Mysticism, and Physical Science.

Languages: Telepathy 100 ft..

Agathion

Summoned agathions are called from Nirvana, and they take the appearance of anthropomorphic animals of all types, such as bears or lions.

Type: Outsider (agathion, extraplanar, good).

Alignment: Change to NG.

Traits: Low-light vision; base speed increases to 30 ft.; climb speed and swim speed of 30 ft.; if CR 7 or greater, gains supernatural fly speed of 30 ft. (average); +4 to saving throws against poison; immunity to electricity and petrification; resistance to cold and sonic equal to creature’s CR; if base stat block has DR, change to DR/evil.

Skills: Add Survival.

Languages: Common and speak with animals (as per the xenodruid connection power).

Attack: Change melee attack to claw (slashing damage).

If CR 7, change melee attack to bite +18 (1d8+13 P) and add Multiattack bite +12 (1d8+13 P), 2 claws +12 (1d6+13 S).

If CR 11, change melee attack to bite +24 (2d8+19 P) and add Multiattack bite +18 (2d8+19 P), 2 claws +18 (2d6+19 S).

Angel

Summoned angels are called forth from any good-aligned Outer Plane. They appear as winged forms made of living light that are vaguely humanoid in shape, though they usually lack distinguishing features.

Type: Outsider (angel, extraplanar, good).

Alignment: Change to NG.

Traits: Low-light vision; base speed increases to 30 ft.; supernatural fly speed of 30 ft. (perfect) or if CR 7 or greater, supernatural fly speed of 60 ft. (perfect); +4 to saving throws against poison; immunity to petrification; resistance equal to creature’s CR to acid, cold, electricity, and fire; if base stat block has DR, change to DR/evil.

Skills: Add Diplomacy and Mysticism.

Languages: Common and Celestial.

Attack: Change melee attack to sword of light (slashing damage), which acts as a natural weapon.

Archon

Summoned archons are called from Heaven, and are eager to aid in the defense of order and the defeat of evil. They take the appearance of floating runes or simple items or tools, glowing from within.

Type: Outsider (archon, extraplanar, good, lawful).

Alignment: Change to LG.

Traits: Low-light vision; supernatural fly speed of 30 ft. (perfect), or if CR 7 or greater, supernatural fly speed of 60 ft. (perfect); +4 to saving throws against poison; immunity to electricity and petrification; if base stat block has DR, change to DR/evil.

Skills: Add Diplomacy and Intimidate.

Languages: Common and Celestial.

Attack: The summoned creature gains a light ray ranged attack, which has a range increment of 60 ft..

CR Changes
CR 1/3 Add Ranged light ray +2 (1d4 F).
CR 1 Add Ranged light ray +6 (1d4+1 F).
CR 3 Add Ranged light ray +9 (1d4+3 F).
CR 5 Add Ranged light ray +12 (1d6+5 F).
CR 7 Add Ranged light ray +15 (2d6+7 F).
CR 11 Add Ranged light ray +21 (3d8+11 F).
Azata

Summoned azatas are called from Elysium, and they appear to be humanoids with a mixture of elven and animalistic features. Azatas wield golden celestial bows that almost never leave their hands.

Type: Outsider (azata, chaotic, extraplanar, good).

Alignment: Change to CG.

Traits: Low-light vision; base speed increases to 30 ft.; immunity to electricity and petrification; resistance equal to creature’s CR to cold and fire; if base stat block has DR, change to DR/evil.

Skills: Add Culture.

Languages: Common and Celestial.

Attack: The summoned creature gains a celestial bow ranged attack, which has a range increment of 120 ft. and acts as a natural weapon.

CR Changes
CR 1/3 Change melee attack bonus to +2 and add Ranged celestial bow +5 (1d4 P).
CR 1 Change melee attack bonus to +6 and add Ranged celestial bow +9 (1d6+1 P).
CR 3 Change melee attack bonus to +9 and add Ranged celestial bow +12 (1d6+3 P).
CR 5 Change melee attack bonus to +12 and add Ranged celestial bow +15 (1d8+5 P).
CR 7 Change melee attack bonus to +15 and add Ranged celestial bow +18 (2d8+7 P).
CR 11 Change melee attack bonus to +21 and add Ranged celestial bow +24 (3d10+11 P).
Daemon

Summoned daemons come from Abaddon to spread disaster and ruin with the desire to extinguish all mortal life and feast on the resulting soul energy. Their monstrous forms are covered in vicious-looking spikes, and they have long, lean limbs that bend at odd angles.

Type: Outsider (daemon, evil, extraplanar).

Alignment: Change to NE.

Traits: Base speed increases to 30 ft.; immunity to acid, death effects, disease, and poison; resistance equal to creature’s CR to cold, electricity, and fire; if base stat block has DR, change to DR/good.

Skills: Add Intimidate and Mysticism.

Languages: Abyssal, Common, and Infernal.

Attack: The summoned creature gains a spike ranged attack, which has a range of 30 ft..

CR Changes
CR 1/3 Add Ranged spike +2 (1d4 P).
CR 1 Add Ranged spike +6 (1d6+1 P).
CR 3 Add Ranged spike +9 (1d6+3 P).
CR 5 Add Ranged spike +12 (1d8+5 P).
CR 7 Add Ranged spike +15 (2d8+7 P).
CR 11 Add Ranged spike +21 (3d10+11 P).
Demon

Summoned demons are called forth from the chaotic plane of the Abyss. They are only vaguely humanoid in appearance, with hunched forms, ragged wings, and great, gaping jaws.

Demons revel in destruction.

Type: Outsider (chaotic, demon, evil, extraplanar).

Alignment: Change to CE.

Traits: Base speed increases to 30 ft.; supernatural fly speed of 30 ft. (average), or if CR 7 or greater, supernatural fly speed of 60 ft. (average); immunity to electricity and poison; resistance equal to creature’s CR to acid, cold, and fire; if base stat block has DR, change to DR/good.

Skills: Add Bluff and Intimidate.

Languages: Abyssal and Common.

Attack: Change melee attack to bite (piercing damage).

Devil

Summoned devils are called from the orderly plane of Hell.

They often look humanoid, though with crimson skin, long horns, and tails.

Type: Outsider (devil, evil, extraplanar, lawful).

Alignment: Change to LE.

Traits: See in darkness; base speed increases to 30 ft.; immunity to fire and poison; resistance equal to creature’s CR to acid and cold; if base stat block has DR, change to DR/good.

Skills: Add Bluff and Mysticism.

Languages: Common and Infernal.

Attack: Change melee attack to claw (slashing damage).

Fey Plane Beast

Summoned creatures from the Fey Plane generally appear as unusual predatory beasts, which could be hybrids of two animals, such as a vulture-headed lion or massive, black-and-red striped tiger.

Type: Magical beast (extraplanar).

Traits: Low-light vision, blindsense (scent) 30 ft.; base speed increases to 30 ft.; climb speed of 30 ft.; if base stat block has DR, change to DR/cold iron.

Skills: Add Perception, Stealth, and Survival.

Languages: Common and Gnome.

Attack: Change melee attack to bite (piercing damage) with the grab special ability.

Inevitable

Summoned inevitables are construct-like creatures from the planar city of Axis. Often made of gears and other machinery, they take humanoid shapes and tote electricity-based firearms.

Type: Outsider (extraplanar, inevitable, lawful).

Alignment: Change to LN.

Traits: Constructed (as per the android racial trait, including the +2 bonus to saving throws against disease, mind-affecting effects, poison, and sleep unless those effects specifically target constructs); regeneration equal to 1/2 creature’s CR (minimum 1) suppressed by chaotic attacks.

Skills: Add Engineering and Perception.

Languages: Common.

Attack: The summoned creature gains an arc gun ranged attack, which has a range increment of 50 ft. and acts as a natural weapon.

CR Changes
CR 1/3 Add Ranged arc gun +2 (1d4 E).
CR 1 Add Ranged arc gun +6 (1d4+1 E).
CR 3 Add Ranged arc gun +9 (1d4+3 E).
CR 5 Add Ranged arc gun +12 (1d6+5 E).
CR 7 Add Ranged arc gun +15 (2d6+7 E).
CR 11 Add Ranged arc gun +21 (3d8+11 E).
Protean

Summoned proteans are agents of pure chaos called from the Maelstrom. They have vaguely serpentine forms, which seem to be constantly changing and shifting.

Type: Outsider (chaotic, extraplanar, protean).

Alignment: Change to CN.

Traits: Blindsense (hearing) 30 ft.; supernatural fly speed of 60 ft. (perfect); immunity to acid, entangling, grappling, paralysis, and pinning; if base stat block has DR, change to DR/lawful.

Skills: Add Bluff.

Languages: Common.

Attack: Change melee attack to bite (piercing damage) with the grab special ability.

Robot

Summoned robots are drawn and temporarily assembled from bits of lifeless technology lost in the Astral Plane, Ethereal Plane, and Shadow Plane. They are generally simple geometric shapes of metal or ceramic, with two arms and two legs or treads.

Type: Construct (extraplanar, technological).

Traits: Low-light vision; base speed increases to 30 ft.; construct immunities; unliving; vulnerable to electricity.

Skills: Add Computers.

Languages: Common.

Attack: The summoned creature gains a sonic gun ranged attack, which has a range increment of 40 ft. and acts as a natural weapon.

CR Changes
CR 1/3 Change melee attack bonus to +2 and add Ranged sonic gun +5 (1d4 So).
CR 1 Change melee attack bonus to +6 and add Ranged sonic gun +9 (1d4+1 So).
CR 3 Change melee attack bonus to +9 and add Ranged sonic gun +12 (1d4+3 So).
CR 5 Change melee attack bonus to +12 and add Ranged sonic gun +15 (1d6+5 So).
CR 7 Change melee attack bonus to +15 and add Ranged sonic gun +18 (2d6+7 So).
CR 11 Change melee attack bonus to +21 and add Ranged sonic gun +24 (3d8+11 So).
Shadow Creature

Summoned shadow creatures are strange magical beasts native to the Shadow Plane. They appear to be similar to typical predators, but their forms are made of nothing but solid black, with indistinct edges.

Type: Magical beast (extraplanar).

Traits: Base speed increases to 30 ft.; immunity to cold, electricity, poison; resistance equal to creature’s CR to acid and fire; SR equal to 5 + CR; if base stat block has DR, change to DR/cold iron.

Skills: Add Perception and Stealth. Summoned shadow creatures can always attempt Stealth checks to hide, even if observed or lacking cover, as long as they are not in areas of bright light. After the shadow creature attacks, it can’t attempt to hide again until its next turn.

Languages: Aklo and Common.

Attack: Change melee attack to touch (cold damage).

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