Voadam
Legend
Miltiades's Summonings
Miltiades has augment summoning, stats for summoned creatures below
Summon Monster I
[SBLOCK]
Celestial Dog
[sblock]
Celestial Dog
Size/Type: Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
[/sblock]
Celestial Fire Beetle[SBLOCK]
Celestial Giant Fire Beetle
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+3)
Full Attack: Bite +3 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: —
Feats: —
Environment: Warm plains Any good-aligned plane
Organization: Cluster (2-5) or colony (6-11)
Challenge Rating: 1/3
Alignment: Always neutral Always lawful good
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
Celestial Giant Fire Beetle
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.
[/SBLOCK]
Celestial Owl
[SBLOCK]Celestial Owl
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon FinesseB
Environment: Temperate forests Any good-aligned plane
Organization: Solitary
Challenge Rating: ¼
Alignment: Always lawful good
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills
Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Celestial Owl
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.
[/SBLOCK]
[/SBLOCK]
Summon Monster II
[SBLOCK]
Celestial Giant Bee
[SBLOCK]
Giant Bee
Size/Type: Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Sting +4 melee (1d4+3 plus poison)
Full Attack: Sting +4 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Feats: —
Environment: Temperate plains
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex)
Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills
Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Smite Evil (Su)
Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe.
[/SBLOCK]
Celestial Bombardier Beetle
[SBLOCK]
Size/Type: Medium Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+4)
Full Attack: Bite +4 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex)
When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Smite Evil (Su)
Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe.
[/SBLOCK]
[/SBLOCK]
Summon Monster III
[SBLOCK]
Celestial Bison[sblock]
Celestial Bison
Size/Type: Large Magical Beast
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Combat
Stampede (Ex)
A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su)
Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe. [/sblock]
Air Elemental Small
[sblock]Air Elemental, Small
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +7
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-1
Attack: Slam +5 melee (1d4+3)
Full Attack: Slam +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
[/sblock]
[/SBLOCK]
Miltiades has augment summoning, stats for summoned creatures below
Summon Monster I
[SBLOCK]
Celestial Dog
[sblock]
Celestial Dog
Size/Type: Magical Beast (Extraplanar)
Hit Dice: 1d8+4 (8 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +0/-1
Attack: Bite +4 melee (1d4+3)
Full Attack: Bite +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17, Dex 17, Con 19, Int 3, Wis 12, Cha 6
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
Feats: Alertness, TrackB
[/sblock]
Celestial Fire Beetle[SBLOCK]
Celestial Giant Fire Beetle
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: +0/-2
Attack: Bite +3 melee (2d4+3)
Full Attack: Bite +3 melee (2d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Smite Evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 14, Dex 11, Con 15, Int 3, Wis 10, Cha 7
Skills: —
Feats: —
Environment: Warm plains Any good-aligned plane
Organization: Cluster (2-5) or colony (6-11)
Challenge Rating: 1/3
Alignment: Always neutral Always lawful good
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.
Celestial Giant Fire Beetle
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe.
[/SBLOCK]
Celestial Owl
[SBLOCK]Celestial Owl
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Talons +5 melee (1d4-1)
Full Attack: Talons +5 melee (1d4-1)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 14, Int 3, Wis 14, Cha 4
Skills: Listen +14, Move Silently +17, Spot +6*
Feats: Weapon FinesseB
Environment: Temperate forests Any good-aligned plane
Organization: Solitary
Challenge Rating: ¼
Alignment: Always lawful good
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills
Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Celestial Owl
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe.
[/SBLOCK]
[/SBLOCK]
Summon Monster II
[SBLOCK]
Celestial Giant Bee
[SBLOCK]
Giant Bee
Size/Type: Medium Magical Beast
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +2/+4
Attack: Sting +4 melee (1d4+3 plus poison)
Full Attack: Sting +4 melee (1d4+3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison, smite evil
Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +5, Ref +3, Will +2
Abilities: Str 15, Dex 14, Con 15, Int Ø, Wis 12, Cha 9
Skills: Spot +5, Survival +1*
Feats: —
Environment: Temperate plains
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex)
Injury, Fortitude DC 13, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills
Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.
Smite Evil (Su)
Once per day a celestial giant bee can make a normal melee attack to deal 3 point of extra damage against an evil foe.
[/SBLOCK]
Celestial Bombardier Beetle
[SBLOCK]
Size/Type: Medium Vermin
Hit Dice: 2d8+8 (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Bite +4 melee (1d4+4)
Full Attack: Bite +4 melee (1d4+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid spray
Special Qualities: Darkvision 60 ft., vermin traits, acid, cold, electricity resistance 5
Saves: Fort +7, Ref +0, Will +0
Abilities: Str 17, Dex 10, Con 18, Int Ø, Wis 10, Cha 9
Skills: —
Feats: —
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex)
When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.
Smite Evil (Su)
Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 point of extra damage against an evil foe.
[/SBLOCK]
[/SBLOCK]
Summon Monster III
[SBLOCK]
Celestial Bison[sblock]
Celestial Bison
Size/Type: Large Magical Beast
Hit Dice: 5d8+25 (47 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+15
Attack: Gore +10 melee (1d8+12)
Full Attack: Gore +10 melee (1d8+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Stampede, Smite evil
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 10, damage reduction 5/magic
Saves: Fort +9, Ref +4, Will +1
Abilities: Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 4
Skills: Listen +7, Spot +5
Feats: Alertness, Endurance
Combat
Stampede (Ex)
A frightened herd of celestial bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.
The celestial bison's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su)
Once per day a celestial bison can make a normal melee attack to deal +5 extra damage against an evil foe. [/sblock]
Air Elemental Small
[sblock]Air Elemental, Small
Size/Type: Small Elemental (Air, Extraplanar)
Hit Dice: 2d8+4 (13 hp)
Initiative: +7
Speed: Fly 100 ft. (perfect) (20 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-1
Attack: Slam +5 melee (1d4+3)
Full Attack: Slam +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Air mastery, whirlwind
Special Qualities: Darkvision 60 ft., elemental traits
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 14, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +2, Spot +3
Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B
Air Mastery (Ex)
Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su)
The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see table for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
[/sblock]
[/SBLOCK]
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