Abberant Summon Monster I-IX. [Archive] - Wizards Community

Post/Author/DateTimePost
Khatoblepas

05-04-07, 12:08 PM
I am trying to make a far-realms style summoner (from an Archivist) but I've run aground when it comes to custom summoning lists. I looked at UA, but it just confused me. It seems that those with custom summoning lists have only two monsters per level, which is odd. Is this correct?

Also, I'm trying, to make it appropriate, give him the ability to summon abberations with his Summon Monster spells. I also looked at the list on the CO boards of appropriate CRs for summoned monsters.

The monsters I have chosen to consider summoning:

Kaorti (FF, CR1): These can be summoned with SMII. =) They're humanoid, so they are useful for all kinds of things (like taking that trapped object and throwing it for you).

Gibbering Mouther (MM, CR5): Area control. Lots of bite attacks, can cause Con drain. Unfortunately, low HP and Strength. I don't know about this one. Augment Summoning makes this guy do 6 bite attacks that do 3 damage, though. Eh.

Skybleeder (FF, CR12): Huge area control creatures. They're... magnificently terrible - Huge, with load of natural weaponry and regeneration. SMIX?

Gauth (MM, CR6): They're beholders, only less so. I think Beholders would be a little too much for SM. =(. Maybe a Pseudonatural Beholder summoned by Planar Ally/Gate, though.

Eyeball (Monsters of Faerun, CR1/2): These things are just adorable. =) SMI? They aren't very useful if they're not familiars (Spellray FTW!).

Rukanyr (FF, CR9): This thing can take out entire castle walls every 1d4 rounds, and also it can't be targeted with piercing or slashing weapons without penalty. It's got a mass of natural attacks, and is the perfect war machine. Due to it's utility, I'd say SMVIII or IX, thought it's HD leave something to be desired.


Are these monsters balanced if you summon them at any level? The only one I would have reservations with as a DM would be the Rukanyr (The sundering.. THE HORRIBLE SUNDERING!). Are there any other monsters that would fit the horrors? I can think of Half-Farspawn, Pseudonatural and Elder Eidolons. Unfortunately, Uuvudaum are epic creatures, so I can't summon them.

Finally, how powerful a creature would I be able to summon if I created a spell that exchanged it's use for a sacrifice of 1d4/1d6 Wisdom ability burn damage? I'm thinking possibly a level 7-8 spell here (I'm the DM on this one - I don't know ;_;)


Note: I considered posting this on the Monster's Lair board, but this board seemed more appropriate, as it deals with a particular spell. And the CO board seems to work only on RAW, not homebrew variants.
eggplantm

05-04-07, 02:36 PM
Most of the summon monster spells summon a monster with a CR of roughly half your level when you can cast it but there are some exceptions if the monster possesses really useful abilities. Have you considered substituting the Psuedonatural template instead of celectial & fiendish?

You need a CR 1/2 for Summon Monster 1
CR 11 monsters are possible with a summon monster 9
Khatoblepas

05-04-07, 02:47 PM
Well, the Alienist does that for me, substituting celestial/fiendish with pseudonatural, but I wanted to have something a little more interesting than just weird looking animals. Natives to the Far Realms, as it were!

And damn, I can't have a Skybleeder for SMIX. =( CR11 cap ;_;
CantripN

05-04-07, 03:00 PM
And damn, I can't have a Skybleeder for SMIX. =( CR11 cap ;_;

You can add an XP cost (say, 100 XP) to balance it, or make the casting time an additional round, or add a material component (500 gp?) or simply remove an ability or 2 so that it's CR drops a bit...
robitusinz

05-04-07, 03:11 PM
Might wanna "mutate" Planar Ally and go that route, instead of the straight Summon spells. You could have your character commune with very strange creatures and ask them to serve him.
Khatoblepas

05-04-07, 04:19 PM
Hmm.


Bind Skybleeder
Conjuration (Calling)
Level: Clr 9
Components: V, S, Sacrifice, M; see text
Casting Time: 15 minutes
Range: See text
Effect: See text
Duration: 1 week (D); see text
Saving Throw: None
Spell Resistance: No

With the ritual complete, the summoning circle begins to glow. Suddenly, the ground transmutes horribly into nightmarish, horrible shapes, revealing a portal to the Far Realm. As you feel your sanity ebb away, a terrible creature, all eyes and tentacles, rises from the writhing tear in reality, willing to do what you command...

This spell conjures a Skybleeder (Fiend Folio, pg 156) from the Far Realms. Setting up the spell requires a rough summoning circle of a warped star, with an eye in the middle and all surrounded by a large circle. This Sumoning circle must be at least 20ft x 20ft and requires the material component to make. Once this is completed, you can summon the skybleeder.

The skybleeder serves you willingly, but has no special connection towards you. You can try to command it with vocal or gesticular actions (free action), but it does not have to comply (though mostly it will, it will not follow obviously suicidal or commands that will not further it's own goals of causing insanity and mayhem). It will let you and any allies ride upon it. After one week, or after you dismiss it (a standard action), it returns to the Far Realms, allowing you to heal your mind normally. If it is killed, you may not summon another Skybleeder for a year and day. The Skybleeder's corpse remains, however.

Material Component: 2000gp worth of Far Realm matter (around 10 gallons of assorted resins and liquids) and 500xp
Sacrifice: 1d6 Wisdom ability burn damage, you cannot heal this damage until the Skybleeder has been dismissed or died.