Summoned Creatures

Summoned creatures are part and parcel of the Conjuration school. Below is a short, and not complete list of creatures and their abilities. Note: Summoned creatures CANNOT summon additional creatures. Their turn occurs immediately before the mage who summoned them, on the next round. They CANNOT act the moment they are summoned.

Index:

Level 1
Level 6
Level 12

Level 14:

Level 16
Level 24
  1. Ogre
  2. Goblin
  3. Songbird
  1. Lesser Elementals
    1. Fire
    2. Water
    3. Earth
    4. Air
  1. Troll
  2. Ogre-Magi
  3. Hill Giant
  4. Greater Elementals
  5. Light Elemental
  6. Naga Scout
  7. Naga Siren
  8. Pit Thrall
  1. Zar'uun Sea Scout
  2. Zar'uun Phalanx
  1. Zar'uun Slayer
  2. Dark Prophet
  3. Efreet
  4. Dark Elemental
  1. Naga Warrior
  2. Ancient Elementals
  3. Dragon

 

Level 1

Ogre

(Str: 20 Dex: 10 Con: 18 Int: 6 Wis: 10 Cha: 8)
Standing between eight and ten feet tall and weighing more than 400 pounds (almost 200 Kilograms), ogre’s are brutish looking humanoids with straggly hair, deep set eyes, and a skull more akin to an ape than a human’s. They are legendary for their Strength and cruelty. In more remote regions, it is not uncommon to stumble across the odd Ogre village; such settlements are little more than sties and are ruled only through brute Strength.

The typical bruiser, ogres come armed with a large club or simple stone axe (1d8 damage both). Ogres have levels of Fighter or Beserker (caster’s choice) and gain bonuses appropriate to those classes. Every five levels the creature possesses grants it a +1 to Strength and Constitution, as well as imbuing it’s weapon with magic, adding +1 to hit and damage. They don’t wear armor, but gain a natural bonus equal to 3, plus 1 every 6 levels.

Stats for a Level 1 Ogre:
HP: 14
Attacks: 1/rd @ 1d30+5 (1d8+5 damage)
AC/MR: 18/22

 

Goblin

(Str: 14 Dex: 20 Con: 12 Int: 10 Wis: 10 Cha: 6)
Small and quick, Goblins are a sub-race of the greenskins, which include orcs, goblins, snotlings, and a few others. They move with their shoulders hunched, and generally reach about four to four and a half feet in height. They are stringy, weighing about seventy to eighty pounds (31-36 Kilos) and have dull green skin, large feet, and fanged mouths. They are known to be cowards, and will rarely attack with the benefit of overwhelming numbers.

The crafty goblins often serve as a mages eyes and ears, breaking into places and reporting on what they find as needed. They are traditionally armed with daggers, and gain levels in Rogue or Ranger (Caster’s Choice). Additionally, every five levels the creature possesses grant it a +1 bonus to Strength and Dexterity, as well as giving their weapon a +1 magic bonus (+1 To-Hit/Damage). They wear leather armor until level ten, when their Dexterity nulls the benefits.

Stats for a Level 1 Goblin Rogue:
HP: 8
Attacks: 1/rd @ 1d30+2 (1d4+2 Damage)
AC/MR: 22/21
Sneak: +6

 

Songbird

(Str: 2 Dex: 18 Con: 6 Int: 16 Wis: 12 Cha: 18)
Small and garishly colored, songbird’s can swoop in during a battle and provide comfort and relief through their magically enhanced tweeting. They are about seven inches from beak to tail-feather, and weigh less than two pounds.

The diminutive songbirds assist mages and their allies by providing bonuses to their various abilities, via their mystical tweeting. Songbirds gain levels in Bard. They have a special +4 bonus to AC and MR, due to their small size. They gain a +1 bonus to Charisma and Dexterity every 5 levels.

Stats for a Level 1 Songbird:
HP: 5
Attacks: 1/rd @ 1d30-4 (1 damage)
AC/MR: 23/21
Sneak: +4 (+6 In Cities)

 

Level 6

Lesser Elementals (Vary by Type)

Lesser Fire Elemental

(Str: 14 Dex: 16 Con: 14 Int: 10 Wis: 8 Cha: 10)

Creatures from the elemental plane of fire, fire elementals look like humanoids composed entirely of crackling flame, with a pair of coal black eyes. Their size is entirely dependant on their power, with the smaller elementals being ruled by the larger. Rumors tell of vast kingdoms on the plane of fire, with castles of molten lava.

Fire Elementals serve as guardians and attack troops, using their power to overrun the enemy. They often use their power attack feat to it’s maximum, which makes their somewhat sloppy hits very dangerous, and the fire damage from their burn ability makes them extremely dangerous at higher levels. Fire Elementals gain levels in Fighter, and gain a +1 to Strength and Constitution every 6 levels, and +1 to Dexterity every 5 levels. They have a natural armor of +3, +1 for every 5 levels the elemental possesses. They also automatically gain the power attack feat.

Burn: A fire elemental’s flaming body deals additional fire damage with each strike. When it hits with it’s slam attack, the elemental deals bonus fire damage equal to it’s level. Further, it deals 1d(level) points of damage to any creature who grapples, trips, or strikes it unarmed. Finally, it is immune to fire based attacks, and takes double damage from water based effects.

Stats for a level 3 Fire Elemental:

Hp:

36

Attacks:

1/rd @ 1d30+2 (1d6+2, +3 fire)

AC/MR:

21/23

Feats:

Power attack

 

Lesser Water Elemental

(Str: 8 Dex: 12 Con: 16 Int: 16 Wis: 10 Cha: 10)

Summoned from puddles, bowls of water, or the rivers of the world, water elementals are humanoids composed entirely of swirling, ever shifting waves from the plane of water. They grow in size as their power increases, and rumors tell of their great kingdoms making war with the other elementals.

Water elementals serve as supporting casters, gaining levels in mage and picking up on schools such as enchantment, abjuration, and alteration and illusion. Water Elementals gain levels in Mage, and gain a +1 to Constitution and Intelligence every 5 levels. They have natural armor equal to +2, +1 for every 5 levels the creature possesses. They take no damage from water and ice based effects, but double from fire. Their swirling bodies allow them to channel arcane energy more effectively as their level increases, acting as a +1 focus for every 5 levels the creature has.

Stats for a level 3 Water Elemental:

Hp:

21

Attacks:

1/rd @ 1d30-1 (1d6-1)

AC/MR:

18/21

Preps/Rd:

1

Schools:

Evocation & Alteration

CR:

1d30+3

Evocation dice:

d5

Lesser Earth Elemental

(Str: 18 Dex: 8 Con: 18 Int: 10 Wis: 10 Cha: 8)
Formed from stone, dirt, or the cavern wall, Earth elementals are plodding, merciless combatants known for their incredible toughness and ability to unleash incredible amounts of damage. Their bodies are roughly humanoid, though stumpy, and they range in size from the height of a dwarf to a massive boulder. Rumors tell of their fierce engagements with the other elemental kingdoms, especially those of the air.

Earth elementals are thick, powerful bruisers, excellent for plowing into enemy and sowing confusion, or simply hammering a powerful foe into the muck. They gain levels in fighter, and receive a +1 bonus to Strength and Constitution every 5 levels. They have a natural armor bonus of +4, with an additional +1 every 4 levels, and gain the various Weapon Mastery (Lesser Weapon Mastery, Weapon Mastery, Greater Weapon Mastery, and Melee Mastery) Feats automatically as soon as they are eligible, in addition to any other feats they might gain with their fighter levels. Finally, they are immune to earth evocation and effects.

Stats for a level 3 Earth Elemental:

Hp:

42

Attacks:

1/rd @ 1d30+4 (1d8+4)

AC/MR:

18/22

Lesser Air Elemental

(Str: 12 Dex: 20 Con: 12 Int: 10 Wis: 10 Cha: 8)
Shifty, ever moving and nearly invisible, air elementals are conjured humanoids of mist and cloud. As they gain power, they don’t grow, but rather become harder and harder just to see. A typical air elemental stands about five feet tall, though they are incredibly amorphous and can squeeze through a keyhole, given enough time. Rumors tell of their deadly assassination attempts on earth elemental emperors, and the terrible feud that has raged between all four elemental kingdoms for countless years.

Devious and cunning, an Air Elemental possesses uncanny skills of sneaking and infiltration. Air Elementals gain levels in Rogue, and receive a +1 bonus to Dexterity and Strength every 5 levels. They have a +3 natural armor bonus, which improves by +1 for every 5 levels the air elemental possesses. They automatically gain the various sneaking feats (Sneaky, Silent Walk, Hush of the Night) as soon as their levels allow them to, in addition to any other feats they might choose, and are immune to air evocation and effects.

Stats for a level 3 Air Elemental:

Hp:

24

Attacks:

1/rd @ 1d30+1 (1d6+1)

AC/MR:

23/24

Sneak:

1d20+5

 

Level 12:

Troll

(Str: 20 Dex: 12 Con: 16 Int: 8 Wis: 8 Cha: 6)
Large, warty, and mean as hell is how trolls are typically described. Almost impossible to kill, the fearsome creatures have a well earned reputation for savagery and ruthlessness. Generally standing nine and a half to ten feet tall, trolls have gray to green skin, and breath that could curdle water.

Trolls are fearsome, warty creatures with legendary powers of regeneration. Trolls gain levels in fighter, and can never be summoned with fewer than 9 levels. They gain a +1 bonus to Strength, Dexterity, and Constitution every 5 levels. Trolls possess a +4 natural armor bonus, increasing by 1 every 5 levels. At the beginning of their turn, they recover hit points equal to one-half their level.

Stats for a level 9 Troll:

Hp:

126

Attacks:

2/rd @ 1d30+8 (1d8+8)

AC/MR:

23/27

Regeneration:

4 HP/rd

Feats:

Trollskin (+1 AC)

Ogre-Magi

(Str: 18 Dex: 10 Con: 16 Int: 18 Wis: 8 Cha: 6)
Ogre-Magi are massive blue skinned humanoids with two heads, each with only one oversized eye. They are linked in mind and body, and are unparalleled users of might and magic. Their bulky forms grow as tall as thirteen feet, and an individual specimen can weigh over 600 pounds.

Ogre-Magi are the rapaciously smart cousins of the Ogres, and are powerful casters of magic. They excel at both Melee and Magical combat, though their focus does shift arcane with more levels. Ogre-Magi gain levels in mage. They gain +1 to Strength and Intelligence for every 4 levels they possess. Also, they gain +1 to hit and damage for every 6 levels they possess and an extra attack every 8 levels (max 3). Their natural armor is +4, +1 for every 6 levels the Ogre-Magi possesses. Finally, they possess a focus with +1 for each 4 levels the Ogre-Magi possesses, usually in the form of a large club or axe. Ogre-Magi cannot be summoned with fewer than 5 levels.

Stats for a level 5 Ogre-Magi:

Hp:

35

Attacks:

1/rd @ 1d30+5 (1d10+5)

AC/MR:

19/22

Schools:

Evocation

Preps/rd:

1

Evocation Dice:

d8

Hill Giant

(Str: 24 Dex: 14 Con: 18 Int: 8 Wis: 12 Cha: 8)

Big, tough, and meaner’n a sack full of badgers, Hill Giants are slow, lumbering brutes capable of crushing smaller races with their bare hands. Often hired out in small groups for mercenary duties, Hill giant adults range from 15 to 24 feet tall, and double as siege weapons.

Hill Giants are the heavy melee monsters. Armed with heavy weaponry, these beasts are truly fearsome. Hill Giants cannot be summoned with fewer than 9 levels. Hill Giants gain levels in fighter. They gain a +1 bonus to Strength and Constitution for every 5 levels they possess, and have free access to the Power attack and Cross-slash feats.. When summoned, they are armed with a Superheavy Crossbow (1d12 damage, 8 square range) and 30 bolts, a Dreihander (2d10 Damage), and appropriately sized Breastplate armor (+5 AC, Max dex +2) in addition to their +3 natural AC bonus (+1 every 4 levels).

Stats for a level 9 Hill Giant:

Hp:

126

Attacks:


2 @ 1d30+10 (2d10+10 Dreihander)/1d30+4 (1d12+4 SH Crossbow)

AC/MR:

25/23

Feats:

Power Attack, Cross-Slash, Magic Resistance

Greater Elementals

When an elemental is summoned with 12 or more levels, it is referred to as a ‘Greater Elemental’ and gains a free feat of twelfth level in it’s appropriate class. If a mage, this feat must be the appropriate elemental mage feat, and if a cleric, the appropriate healing/harming feat.

Light Elemental

(Str: 18 Dex: 16 Con: 10 Int: 10 Wis: 18 Cha: 14)

Supposedly the representatives of the elemental gods, Light Elementals are vaguely humanoid masses of light with glowing wings stretching several times their height. They are quite intelligent, and often are called upon to serve as support troops and emergency healers. Upon battlefields, the Light Elemental is the best thing a soldier can hope to see. Generally, they stand about as many feet high as they have levels.

Light elementals cannot be summoned with fewer than 11 levels. Light Elementals gain levels in Cleric. They gain a +1 bonus to Strength, Dexterity, and Wisdom every 5 levels. Additionally, they possess an item that acts as a weapon and a focus, being +1 in both areas for every 5 levels the Light Elemental possesses. They have natural armor in the form of pure energy equal to one half of their level (rounded down). Finally, they gain an extra 20 hit points for every 5 levels they possess.

Stats for a level 11 Light Elemental:

Hp:

117

Attacks:

1 @ 1d30+6 (1d8+6, +15 vs. Undead & Demons)

AC/MR:

24/25

Schools:

Celestial, Evocation, Abjuration

Evocation Dice:

d8

Healing Dice:

d13

CR Roll:

1d30+8

Preps/rd:

2

Feats:

Resist Magic, Improved Healing, Demonslayer, Demon Smiter

Naga Scout

Naga are difficult to summon, and their innate magic resistance allows them a 15% chance to break from the casters control, after which they seek to destroy their summoner. If successful, they disappear to whence they came.

(Str: 20 Dex: 18 Con: 16 Int: 10 Wis: 10 Cha: 8)
Naga appear as massive, half-human, half-snake creatures covered in blue, green, and black scales. Their humanoid torso’s are much longer, and taper into a long tail, while their faces are elongated and distinctly reptilian. Not much is known about their culture, but they are all fearsome warriors. A typical adult Naga propped up on it’s tail is 8 feet tall, and their tails vary greatly in lengths, anywhere from six to twenty feet long.

Naga Scouts are infiltrators, saboteurs, and assassins. They appear as muscular, blue-scaled men with the lower bodies of eels or snakes. Naga Scouts gain levels in Ranger, and cannot be summoned with fewer than 11 levels. They gain a +1 bonus to Strength, Dexterity, and Constitution every 5 levels the creature possesses. They have a +3 natural armor bonus (+1 every 4 levels.). Finally, they armed with a large spear, which acts as a weapon and a focus, being +1 in each area for every 5 levels the scout possesses.

Stats for a level 11 Naga Scout:

Hp:

121

Attacks:

1/rd @ 1d30+9 (1d10+9)

AC/MR:

25/29

Schools:

Healing, Evocation

Evocation Dice:

d7

Healing:

d7

CR Roll:

1d30+3

Naga Siren

Naga are difficult to summon, and their innate magic resistance allows them a 15% chance to break from the casters control, after which they seek to destroy their summoner. If successful, they disappear to whence they came.

(Str: 10 Dex: 18 Con: 14 Int: 18 Wis: 10 Cha: 18)
Naga Sirens appear much more human than the rest of their peoples, and are possessed of eerie, lilting voices. They are infamous for luring sailors to their deaths with their eerie voices and bodyguards of the brutal Warrior Caste.

Naga Sirens gain levels in bard, and cannot be summoned with fewer than 7 levels. They gain a +1 bonus to Dexterity, Intelligence, and Charisma every 5 levels. They are armed with long, curved blades on poles (1d12, 2 square range) that have a magic and focus bonus equal to +1 for every 4 levels the Siren has.

Stats for a level 7 Naga Siren:

Hp:

63

Attacks:

1d30+1 (1d12+1)

AC/MR:

20/22

Pit Thrall (Demon)

(Str: 16 Dex: 12 Con: 12 Int: 8 Wis: 8 Cha: 10)

Bestial servitor demons, the dog-faced Pit Thrall’s serve as the most basic Rank-and-File warriors in the Demonic armies. Once they grow to powerful, their demonic masters slay them and use their souls to power mighty infernal machines of war.

Their halberds (1d10) gain a +1 to hit and damage bonus every 6 levels. They gain levels in fighter, and receive a +1 bonus to Strength and Dexterity every 5 levels. They are equipped with half-plate armor (+10 AC, +1 max dex mod). Due to the frequent tortures that their sadistic masters employ on them, Pit Thralls have built up a resistance to offensive magic, and have damage reduction (equal to level - 5) against evocation magic. Pit Thralls cannot be summoned with less than 8 levels or more than 20.

Stats for a level 10 Pit Thrall

Hp:

96

Attacks:

2/rd @ 1d30+10 (1d10+10)

AC/MR:

26/18

Feats:

Lesser Weapon Mastery (Halberd)

 

Level 14

Zar'uun Sea Scout

(Str: 17 Dex: 20 Con: 8 Int: 14 Wis: 18 Cha: 12)

The lightless seas of the Zar’uun’s home plane are as black as pitch, and this darkened world is reflective of those who sail it. Constant defense against brutal enemies from their own plane and others has led them to form brutal, militaristic fleets of warships. The Sea Scouts are so named for their cunning and prowess aboard the smaller of these boats, which are always the first to enter and last to leave any potentially hostile zone.

The Sea Scouts are highly efficient light warriors, and gain levels in Ranger. They are armed with a pair of Zin'zul blades (1d9), which are layered with magical enchantments that give them +1 to-hit and damage every 5 levels. They gain +1 Dexterity, Strength and Wisdom every five levels, and wear enchanted bead necklaces that give +1 focus every 6 levels. They wear Wyvern hide cloaks that give +1 AC every 3 levels and render them immune to poison. Sea scouts cannot be summoned with less than 10 levels.

Stats for a level 7 Sea Scout:

Hp:

72

Attacks:

3/rd @ 1d30+6 (1d9+6)

AC/MR:

25/20

CR:

+7

Preps/rd:

2

Schools:

Evocation, Enchantment

Sneak:

+6

Feats:

Lesser Weapon Mastery (Zin’zul blade), Sun-Curse (-2 To-Hit in Daylight)


Zar'uun Phalanx

(Str: 18 Dex: 18 Con: 8 Int: 14 Wis: 14 Cha: 12)

To augment their raiding parties, the Phalanx Warrior group was long ago created. Leaping through ebon voids into the worlds beyond, the Phalanx’s quickly plunder everything in sight, returning shortly after. Their brutal conquests often live in legend for generations.

Zar'uun Phalanxes are highly skilled, equipped with their Za'zaran spears (1d9 damage, 2 square range*) and serpent scale shields. They gain levels in Fighter. Their serpent scale shields give them +2 AC, +1 every 6 levels, and their serpent scale cloaks confer a +1 AC bonus, +1 every 5 levels. They gain a +1 bonus to Strength and Dexterity every 5 levels, and their Za'zaran spears are enchanted with +1 to-hit and damage every 5 levels. Phalanx cannot be summoned with less than 10 levels.

* This affects melee range; Za'zaran spears cannot be used as ranged weapons.

Stats for a level 10 Phalanx:

Hp:

135

Attacks:

2/rd @ 1d30+10 (1d12+10)

AC/MR:

26/19

Feats:

Weapon Mastery (Spear), Sun-Curse (-2 To-Hit in Daylight)

 

Level 16

Zar'uun Executioner

(Str: 18 Dex: 18 Con: 8 Int: 14 Wis: 18 Cha: 12)
Zar’uun Executioners ride in the largest warships of the Zar’uun, and lead squads of Phalanx warriors into battle. They disdain commanders who will not fight with their soldiers, and always lead their warriors into battle. Their skill with two-handed blades is legendary, and the greatest generals are said to be able to cleave a creature in two with a single blow.

They gain levels in Fighter, and receive a +1 bonus to Strength, Wisdom, and Dexterity every four levels. In addition, their Zano'raan blades (2d7 Damage) count as magical weapons with +1 to-hit and damage every 5 levels, and they gain +1 to severity rolls every 4 levels. Their dragon scale cloaks are woven with magical fabrics, giving a +2 AC bonus, +1 every 4 levels. Executioners cannot be summoned with less than 12 levels.

Stats for a level 15 Executioner:

Hp:

135

Attacks:

3/rd @ 1d30+16 (2d7+16, +3 Severity)

AC/MR:

26/20

Feats:

Lesser Weapon Mastery (Greatsword), Weapon Mastery (Greatsword), Sun-Curse (-2 To-Hit in Daylight)

 

Zar'uun Slayer

(Str: 18 Dex: 20 Con: 8 Int: 14 Wis: 12 Cha: 12)
Masterful Assassins, Zar’uun slayers often scout out potential raiding targets and eliminate particularly dangerous foes prior to a Phalanx attack. They move with unearthly grace, and their unique muscular build allows them to bend in extremely odd ways, aiding them while sneaking about.

Slayers gain levels in Rogue, and gain a +1 bonus to Strength and Dexterity every 4 levels. They wield small, heavily enchanted daggers (1d7 Damage) that gain a +1 bonus To-Hit and Damage every 4 levels. Additionally, they wear basilisk scale cloaks that offer no melee protection, but give +5 to AC vs. missile weapons. Slayers cannot be summoned with less than 12 levels.

Stats for a level 12 Slayer:

Hp:

72

Attacks:

2/rd @ 1d30+12 (1d7+12)

AC/MR:

23 (28 vs. Missiles)/21

Sneak:

+11

Feats:

Sneaky, Weapon Mastery (Dagger), Sun-Curse (-2 To-Hit in Daylight)

 

Dark Prophet (Demon)

(Str: 16 Dex: 14 Con: 14 Int: 10 Wis: 14 Cha: 11)
Massive, hooded figures cloaked in auras of palpable doom, Dark Prophets are the first wave of a demonic attack, sapping at their opponents wills and bodies. A sizeable wave can reduce almost any opposition into babbling, paralyzed fools, and thus easy prey for their large, long handled scythes.

Dark Prophets gain levels in Fighter, and have the ability to cast Doom Omen once per minute (10 Rounds). This acts like a 2 prep bard song, lasting up to three rounds. Each round it is in effect, any enemies must make a Con check against the demon’s level. If they fail, they lose 1d<Cha mod> to all ability scores. Dark Prophets receive a +1 to Strength, Constitution and Charisma every 5 levels. They wield long scythes (3d4) that gain a +1 bonus to hit and damage every 5 levels. Their thick robes provide them with +1 AC, +1 every 6 levels, and they receive half damage from fire and dark evocation. Dark Prophets cannot be summoned with less than 12 levels.

Stats for a level 15 Dark Prophet

Hp:

210

Attacks:

3/rd @ 1d30+11 (3d4+11)

AC/MR:

23/23

Feats:

Resist Magic, Weapon Mastery (Scythe)

 

Efreet (Demon)

(Str: 18 Dex: 16 Con: 12 Int: 14 Wis: 10 Cha: 10)

From deep within the depths of the infernal planes come the Efreeti, the proud and cruel genies of flame. Living in half-molten, constantly shifting cities of brass and copper, the massive red skinned humanoids are constantly wreathed in flame, and are brutal warriors. They fearlessly charge groups of opponents, letting their powerful fires weaken the enemies they aren’t killing directly.

Efreeti wield flame-bladed scimitars (1d8) that gain a +1 bonus to hit and damage every 6 levels. All the damage dealt by these blades is considered fire element. They gain levels in fighter, and receive a +1 bonus to Strength, Dexterity, and Constitution every 5 levels. They have a permanent fire shield enchantment, giving them +1 AC every 5 levels and dealing (Constitution Modifier)d6 points of damage to any character adjacent to the Efreet each round.. They may spend their turn throwing fireballs that deals 3d(level+2) fire damage to one target, with a to-hit roll identical to a ranged attack with a bonus equal to one quarter their level. These fireballs have a range of 6 squares. Efreet cannot be summoned with less than 12 levels.

Stats for a level 12 Efreet

Hp:

144

Attacks:

2/rd @ 1d30+11 (1d8+11)

AC/MR:

21/21

Feats:

Lesser Weapon Mastery (Scimitar), Weapon Mastery (Scimitar), Fire Shield (+2 AC, 2d6)

Dark Elemental

(Str: 1 Dex: 20 Con: 6 Int: 22 Wis: 12 Cha: 8)

Massive, floating cloaks of pure malevolence, Dark Elementals can drain the life of a mortal with their mere touch. Formed deep in the planes of darkness from rotting tendrils of entropy and chaos, these beings are wildly powerful mages, and their potent abilities make them a highly desirable companion. However, they are very fragile, and even the weakest clerics can easily send them packing.

Dark Elementals gain levels in Mage, and cannot be summoned with fewer than 15 levels. They gain a +1 bonus to Dexterity, Intelligence, and Wisdom every 5 levels. Their bodies act as a natural focus, equal to their level/4 (Round down). They also have natural armor in the form of pure negative energy equal to one third of their level. Their touch (1d30+Dexterity modifier To-Hit) instantly drains the life from a victim, each point of damage dealt this way heals the Dark Elemental of 10 hit points, and gives him a +2 bonus on all To-Hit and CR rolls for three round. Multiple drainings in the same round do not stack in the case of the CR and To-Hit penalties.

Stats for a level 15 Dark Elemental:

Hp:

30

Attacks:

1/rd @ 1d30+7 (1d4 Constitution damage)

AC/MR:

27/27

Schools:

Evocation, Necromancy, Enchantment

Evocation Dice:

d15

CR Roll:

1d30+11

Preps/rd:

3

Feats:

Damage Caster, Lesser Elemental Mage, Speed Caster

 

Level 24:

Naga Warrior

Naga are difficult to summon, and their innate magic resistance allows them a 15% chance to break from the casters control, after which they seek to destroy their summoner. If successful, they disappear to whence they came.

(Str: 22 Dex: 18 Con: 20 Int: 10 Wis: 10 Cha: 8)
Massive and phenomenally strong, members of the Naga Warrior caste fear nothing. They rest about twelve feet tall, and their tails can grow up to fifteen feet long. Their thick, plate-mail like scales easily deflect most spells, and can even reflect magic back upon it’s caster. They can swim with impossible speed, covering approximately thirty miles an hour, carrying up to two people.

Naga Warriors gain levels in Fighter, and can never be summoned with fewer than 15 levels. They gain a +1 bonus to Strength and Constitution every 3 levels. They have a +3 natural armor bonus, with an additional +1 bonus every 5 levels. Also, if a mage fails to beat the Naga Warrior’s MR by 15 or more, the spell affects the mage as if he had cast it upon himself. Finally, Naga Warriors have no penalties dual-wielding their double bladed tridents (2d6/2d6 damage), which have a +1 magical bonus for every 4 levels the Naga warrior has.

Stats for a level 15 Naga Warriors:

Hp:

270

Attacks:

4/rd @ 1d30+16

AC/MR:

25/33 Rolls of 18 or less result in spell reflection

Feats:

Lesser Weapon Mastery (Trident), Cross-Slash

 

Ancient Elementals

Elementals with 24 or more levels are referred to as “Ancient Elementals.” Non-mage Elementals of this nature gain a +40 bonus to HP, and mages gain the appropriate Elemental Caster feat.

Dragon

Impossibly strong, Dragons attack all out with tooth and claw, and a single one of the monsters can deal a disproportionately huge amount of damage. Only a few of the beasts can be summoned, and these are some of the species weaker members. Nonetheless, they are incredibly strong in comparison with ordinary monsters, and all three are well known across the continents.


Dragons can either be summoned with twenty-one or thirty levels. There are only three dragons that can be summoned (Axaroth and Drengal are the 21rst levels dragons, and their scales are a dull blue. Their breath comes out as a cone of searing hot air, which can boil the skin off a human in a matter of seconds. They are approximately fifty feet long, with a wingspan half again that size. Verisinal is the 30th level dragon, and is well known and respected throughout the land. His scales are a bright orange, and his breath is formed of twisting strands of pure energy. Additionally, Verisinal is an accomplished mage. He measures more than two hundred feet from snout to tail tip, and has a wingspan almost three hundred feet across. The mere sight of him is generally enough to send lesser beings fleeing in abject terror) and they will only stay for five rounds. Verisinal may choose to extend his stay, but cannot cast spells while doing so, as he requires his magical energies to sustain his avatar. Dragons are considered to have a +15 Modifier on any ability checks they may be required to make, are are considered giants for the purposes of combat tactics.

Stats for Axaroth/Drengal (Level 21)

Hp:

500

Attacks:

2 Claws & 2 Wings & 1 Bite @ 1d30+20 (1d8+15/1d6+15/3d4+18)

AC/MR:

30/39

Preps/rd:

2

Schools:

Abjuration, Enchantment

Breath Weapon:

8d12+40 Damage, 6 tile line Dexterity check against 15 for half.

Feats:

Cross Slash, Weapon Mastery (Claw), Draconic Magic Resistance (+4 MR)

 

Stats for Verisinal (Level 30)

Hp:

1000

Attacks:

2 Claws & 2 Wings & 1 Bite @ 1d30+30 (2d8+20/1d12+18/3d8+22)

AC/MR:

33/41

Preps/rd:

6 (7 w/ Elemental Spells)

Schools:

All Mage

CR Roll

1d30+23 (+35 w/ Elemental Spells)

Evo Dice

d22

Breath Weapon:

10d15+80 Damage, 3x8 tile line. Dexterity check against 19 for half.

Feats:

Lesser Prism Mage, Prism Mage, Master Prism Mage, High Draconic Magic Resistance (+6 MR)