Summon Nature's Ally IX

Deathmonger

First Post
Here is the list of possibilities for Summon Nature's Ally 9:
Elemental, elder
Grig [NG; with fiddle] (sprite)
Pixie* (sprite) [NG; with sleep and memory loss arrows]
Unicorn, celestial charger

My question is, why is there a CR 1 creature (the grig) on this list? Even with the fiddle (which gives a DC 12 save to an otherwise save-less 8th level spell, significantly weakening it against anything a 17th level druid might be facing), is this some kind of a joke? I mean, seriously, since when does it take the most powerful druids in the land to summon up something with 2 hp and AC 18? Somebody please tell me there's another list somewhere I can use. I know I can get more of something from a lesser list, but that only serves to make this list look even more ridiculous. If I can get 1d4+1 T-Rexs, shouldn't there be something a little cooler than a grig on the 9th level list?

Grig Stats:
[sblock]
GRIG
Tiny Fey
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: +0/–11
Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities, fiddle
Special Qualities: Damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3, Listen +3, Move Silently +8*, Perform (string instruments) +6, Search +2, Spot +3
Feats: DodgeB, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 1–3 HD (Tiny)
Level Adjustment: +3
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.
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In 3.0, it was DC 15. Does that make it any better?

No? I don't think so either. It must be a joke. :)

I thought the same thing when I typed up all the stats. I guess it's useful against lots of very dumb monsters like, say, 1d4+1 t-rexes. ;)
 


Yeah, I was looking at that last week. Of course, the elder elementals are awesomely cool, so the spell is certainly worthwhile; but I don't imagine that I'll ever be casting it except to get elementals.

Well, that's not true. If we get a prisoner who might reform his ways given the appropriate push, I can summon a pixie who can spend 17 rounds shooting the prisoner full of memory-loss arrows.

Daniel
 

Deathmonger said:
So that you can have 1d4+1 dancing T-Rexes, but only within 30' of your grig and only until your grig expires?
Now pause and think about that for a moment.

...

Is that not worth a 9th-level slot? :lol:

PS Whatever you do, ban the summon elemental monolith spell. That's just craziness.
 


Deathmonger said:
So that you can have 1d4+1 dancing T-Rexes, but only within 30' of your grig and only until your grig expires?
Or until the Grig is accidentally stepped on.

Someone probably forgot that the save is allowed when they thought up using the Grig for that level.
 


Infiniti2000 said:
Summon Monster IX gives you 1 elder elemental, CR 11. Summon Elemental Monolith gives you 1 elemental monolith, CR 17. Notice a difference? ;)

Of course, SEM requires concentration, and can't summon anything else...

-Hyp.
 

Hypersmurf said:
Of course, SEM requires concentration, and can't summon anything else...

-Hyp.

Yeah, requiring concentration is a tremendous drawback. Except against very dumb opponents I don't think the caster can expect to maintain that concentration for very long (barring special circumstances.)
 

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