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* They are Evil, Immortal beings and as such many have developed a sense of arrogance - how could finite, mortal Creatures withstand their might? Also recklessness derived from a sense of being eternal.
* They are made out of the Souls of damned beings, making them inherently geared towards tunnel-vision on inflicting pain, believing that everyone succumbs to temptation/domination with enough force; etc. Their judgement may also be skewed by hatred of the righteous, jealous of the freedom of choice that mortals have (since they are not mentally/physically defined by Racial Alignments).
* Fear of what will happen if they fail yet survive, (perhaps going "all out" is a success if they live or die, as long as they do not have to endure punishment from even higher echelons/Archdevils/Demon Lords/their Profane Deity). Especially if they are already down on their Evil Act and Soul Collection quotas for the quarter ...
* They are secretly dominated by someone higher on the hierarchy, being forced to act as potential fodder to gauge your Party's value - are you worth corrupting? Can you be manipulated? What pretty colour are your insides?
* Alternatively, they were Called via Spell or Occult Ritual, whereby they want to prove themselves useful so as to be repeatedly Called - giving them a chance to corrupt/turn on their conjurers, (you are merely a distraction to be quelled before getting onto their real task).
* Unknown initially to both them and you, they were formed from Souls of your vanquished enemies, set forth with an innate drive to hunt you down. The more enemies you kill - especially if your Party have a policy of "violence before questions" - leads onto you facing more dangerous foes, in a cycle left to the Party to break. (In this case, maybe your G.M. is trying to tell you something.)
* Your N.P.C. enemies have taken a leaf out of the P.C. handbook, possessing a Creature to use as an expendable meat-suit. Doubly so if they have a means to use the "host's" (Ex)/(Sp)/(Su) - you would never know.
* Through experience they anticipate someone Dispelling it, choosing not to "waste" their Standard Action, (fear of poor Action economy).
* The Bard's sexual magnetism is simply too strong ...
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear f loating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled. Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.