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Player > Spells > Summoning Rules

Summoning Creatures

One of the most powerful forms of conjuration magic is summoning, the ability to bring a creature to your location and have it assist you in combat or other tasks (see the summoning descriptor on page 270 of the Starfinder Core Rulebook). Conjuration magic is studied in numerous academies in the Pact Worlds and beyond, most notably at the Arcanamirium in Absalom Station, in numerous mystical monasteries on Castrovel, and in the Magic Militant Corps in the Veskarium. The best known of all summoning spells is the summon creature spell. Though the spell carries a heavy risk in the form of a long casting time, most casters who use the spell quickly learn to seek cover (or take similar defensive measures) before spending 6 seconds calling upon beings from another plane.

Table 8: Summon Creature

1st LevelStat BlockApplied GraftSummoner Requirements
AeonTinySummoningNeutral-aligned
AgathionTinySummoningNonevil
AngelTinySummoningNonevil
ArchonTinySummoningNonchaotic and nonevil
AzataTinySummoningNonevil and nonlawful
DaemonTinySummoningNongood
DemonTinySummoningNongood and nonlawful
DevilTinySummoningNonchaotic and nongood
Elemental, airTinyElementalNone
Elemental, earthTinyElementalNone
Elemental, fireTinyElementalNone
Elemental, waterTinyElementalNone
First World beastTinySummoningMystic
InevitableTinySummoningNonchaotic
ProteanTinySummoningNonlawful
RobotTinySummoningTechnomancer
Shadow creatureTinySummoningNone
Skittermander whelpPage 106Simple template*None
2nd LevelStat BlockApplied GraftSummoner Requirements
AeonSmallSummoningNeutral-aligned
AgathionSmallSummoningNonevil
AngelSmallSummoningNonevil
ArchonSmallSummoningNonchaotic and nonevil
AzataSmallSummoningNonevil and nonlawful
DaemonSmallSummoningNongood
DemonSmallSummoningNongood and nonlawful
DevilSmallSummoningNonchaotic and nongood
Elemental, airSmallElementalNone
Elemental, earthSmallElementalNone
Elemental, fireSmallElementalNone
Elemental, waterSmallElementalNone
First World beastSmallSummoningMystic
InevitableSmallSummoningNonchaotic
ProteanSmallSummoningNonlawful
RobotSmallSummoningTechnomancer
Security robot, observer-classPage 94Simple template*Technomancer
Shadow creatureSmallSummoningNone
3rd LevelStat BlockApplied GraftSummoner Requirements
AeonMediumSummoningNeutral-aligned
AgathionMediumSummoningNonevil
AngelMediumSummoningNonevil
ArchonMediumSummoningNonchaotic and nonevil
AzataMediumSummoningNonevil and nonlawful
Crest-eaterPage 30Simple template*None
DaemonMediumSummoningNongood
DemonMediumSummoningNongood and nonlawful
DevilMediumSummoningNonchaotic and nongood
Elemental, airMediumElementalNone
Elemental, earthMediumElementalNone
Elemental, fireMediumElementalNone
Elemental, waterMediumElementalNone
First World beastMediumSummoningMystic
HaanPage 58Simple template*None
InevitableMediumSummoningNonchaotic
KsarikPage 70Simple template*None
ProteanMediumSummoningNonlawful
RobotMediumSummoningTechnomancer
Shadow creatureMediumSummoningNone
4th LevelStat BlockApplied GraftSummoner Requirements
AeonLargeSummoningNeutral-aligned
AgathionLargeSummoningNonevil
AngelLargeSummoningNonevil
ArchonLargeSummoningNonchaotic and nonevil
AzataLargeSummoningNonevil and nonlawful
DaemonLargeSummoningNongood
DemonLargeSummoningNongood and nonlawful
DevilLargeSummoningNonchaotic and nongood
Elemental, airLargeElementalNone
Elemental, earthLargeElementalNone
Elemental, fireLargeElementalNone
Elemental, waterLargeElementalNone
First World beastLargeSummoningMystic
InevitableLargeSummoningNonchaotic
Mountain eelPage 78Simple template*None
OrocoranPage 90Simple template*None
ProteanLargeSummoningNonlawful
RobotLargeSummoningTechnomancer
Shadow creatureLargeSummoningNone
5th LevelStat BlockApplied GraftSummoner Requirements
AeonHugeSummoningNeutral-aligned
AgathionHugeSummoningNonevil
AngelHugeSummoningNonevil
ArchonHugeSummoningNonchaotic and nonevil
AzataHugeSummoningNonevil and nonlawful
DaemonHugeSummoningNongood
DemonHugeSummoningNongood and nonlawful
DevilHugeSummoningNonchaotic and nongood
Elemental, airHugeElementalNone
Elemental, earthHugeElementalNone
Elemental, fireHugeElementalNone
Elemental, waterHugeElementalNone
First World beastHugeSummoningMystic
InevitableHugeSummoningNonchaotic
ProteanHugeSummoningNonlawful
RobotHugeSummoningTechnomancer
Shadow creatureHugeSummoningNone
SurnochPage 108Simple template*None
6th LevelStat BlockApplied GraftSummoner Requirements
AeonElderSummoningNeutral-aligned
AgathionElderSummoningNonevil
AngelElderSummoningNonevil
ArchonElderSummoningNonchaotic and nonevil
AzataElderSummoningNonevil and nonlawful
DaemonElderSummoningNongood
DemonElderSummoningNongood and nonlawful
DevilElderSummoningNonchaotic and nongood
Elemental, airElderElementalNone
Elemental, earthElderElementalNone
Elemental, fireElderElementalNone
Elemental, waterElderElementalNone
First World beastElderSummoningMystic
InevitableElderSummoningNonchaotic
ProteanElderSummoningNonlawful
RobotElderSummoningTechnomancer
Shadow creatureElderSummoningNone

* 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 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 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 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).


First World Beast

Summoned creatures from the First World 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 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 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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