Summon Monster I's page

5 posts. Alias of Wilmannator.


Classes/Levels

Shadow Eagle | HP: 7/7 | AC: 14 (13 Tch, 12 Fl) | CMB: +1, CMD: 13 | F: 5, R: 4, W: 2 | Init: +2 | Perc: +10, SM: +2 | Speed: 10ft / fly 80 ft (avg) | Active conditions: None.

About Summon Monster I

Favourites

Shadow Dog:

Shadow dog (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 87)
N Small outsider (animal)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
hp 8 (1d8+4)
Fort +6, Ref +3, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +4 (1d4+4)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +2; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +1 (+13 to jump), Perception +8; Racial Modifiers +4 to survival when tracking by scent
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Dog | HP: 8/8 | AC: 13 (12 Tch, 12 Fl) | CMB: +2, CMD: 13 | F: 6, R: 3, W: 1 | Init: +1 | Perc: +8, SM: +1 | Speed: 40ft | Active conditions: None.

Shadow Eagle:

Shadow eagle (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 118)
N Small outsider (animal)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +10
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +4, Will +2
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., fly 80 ft. (average)
Melee bite +3 (1d4+2), 2 talons +3 (1d4+2)
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 16, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +1; CMD 13
Feats Weapon Finesse
Skills Acrobatics +2 (-6 to jump), Fly +8, Perception +10; Racial Modifiers +8 Perception
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Eagle | HP: 7/7 | AC: 14 (13 Tch, 12 Fl) | CMB: +1, CMD: 13 | F: 5, R: 4, W: 2 | Init: +2 | Perc: +10, SM: +2 | Speed: 10ft / fly 80 ft (avg) | Active conditions: None.

Shadow Viper:

Shadow viper snake (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 133)
N Tiny outsider (animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 7
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2-1)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 12, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 10 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-1 to jump), Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (7) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

Shadow Viper | HP: 5/5 | AC: 16 (15 Tch, 13 Fl) | CMB: +1, CMD: 10 | F: 3, R: 5, W: 1 | Init: +3 | Perc: +9, SM: +1 | Speed: 20ft, climb 20ft, swim 20ft | Active conditions: None.

Backups

Shadow Dire Rat:

Shadow dire rat (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 232)
N Small outsider (animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 7 (1d8+3)
Fort +5, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +3 (1d4+3)
Special Attacks filth fever (disease)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 17, Int 2, Wis 13, Cha 4
Base Atk +0; CMB +1; CMD 14 (18 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +3 (+7 to jump), Climb +11, Perception +4, Stealth +11, Swim +11
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Filth Fever (Disease, DC 13) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (6) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

Shadow Dire Rat | HP: 7/7 | AC: 14 (14 Tch, 11 Fl) | CMB: +1, CMD: 14 | F: 5, R: 5, W: 1 | Init: +3 | Perc: +4, SM: +1 | Speed: 40ft | Active conditions: None.

Shadow Dolphin:

Shadow dolphin (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 88)
N Medium outsider (animal)
Init +2; Senses blindsight 120 ft., darkvision 60 ft., low-light vision; Perception +9
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed swim 80 ft.
Melee slam +4 (1d4+4)
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 17, Int 2, Wis 13, Cha 6
Base Atk +1; CMB +4; CMD 16
Feats Weapon Finesse
Skills Perception +9, Swim +15; Racial Modifiers +4 Perception
SQ hold breath
--------------------
Special Abilities
--------------------
Blindsight (120 feet) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Swimming (80 feet) You have a Swim speed.

Shadow Dolphin | HP: 15/15 | AC: 13 (12 Tch, 11 Fl) | CMB: +4, CMD: 16 | F: 6, R: 5, W: 1 | Init: +2 | Perc: +9, SM: +1 | Speed: swim 80ft | Active conditions: None.

Shadow Fire Beetle:

Shadow fire beetle (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 33)
N Small outsider (vermin)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 12 (+1 natural, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +0, Will +0
Defensive Abilities shadow blend; Immune mind-affecting effects; Resist cold 5, electricity 5; SR 6
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (poor)
Melee bite +3 (1d4+3)
--------------------
Statistics
--------------------
Str 14, Dex 11, Con 15, Int —, Wis 10, Cha 7
Base Atk +0; CMB +1; CMD 11 (19 vs. trip)
Skills Fly -2
SQ luminescence
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Flight (30 feet, Poor) You can fly!
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Luminescence (Ex) A fire beetle's glowing glands provide light in a 10-foot radius. A dead fire beetle's luminescent glands continue to glow for 1d6 days after its death.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (6) You have Spell Resistance.

Shadow Fire Beetle | HP: 6/6 | AC: 12 (11 Tch, 12 Fl) | CMB: +1, CMD: 11 | F: 4, R: 0, W: 0 | Init: +0 | Perc: +0, SM: +0 | Speed: 30ft, fly 30ft (poor) | Active conditions: None.

Shadow Poisonous Frog:

Shadow poison frog (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 135)
N Tiny outsider (animal)
Init +1; Senses darkvision 60 ft., low-light vision; Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will -1
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 10 ft., swim 20 ft.
Melee bite +3 (1-2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 to jump), Stealth +13, Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

Shadow Poisonous Frog | HP: 6/6 | AC: 13 (13 Tch, 12 Fl) | CMB: -1, CMD: 7 | F: 4, R: 3, W: -1 | Init: +1 | Perc: -1, SM: -1 | Speed: 10ft, swim 20ft | Active conditions: None.

Shadow Pony:

Shadow pony horse (Pathfinder RPG Advanced Race Guide 238, Pathfinder RPG Bestiary 177)
N Medium outsider (animal)
Init +1; Senses darkvision 60 ft., low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d8+8)
Fort +7, Ref +4, Will +0
Defensive Abilities shadow blend; Resist cold 5, electricity 5; SR 8
--------------------
Offense
--------------------
Speed 40 ft.
Melee 2 hooves -1 (1d3+1)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 18, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +4; CMD 15 (19 vs. trip)
Feats Endurance, Run
[b]Skills
Acrobatics +1 (+5 to jump with a running start, +5 to jump), Perception +5
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shadow Blend (Su) When not in bright light, gain concealment.
Spell Resistance (8) You have Spell Resistance.

Shadow Pony | HP: 17/17 | AC: 11 (11 Tch, 10 Fl) | CMB: +4, CMD: 15 | F: 7, R: 4, W: 0 | Init: +1 | Perc: +5, SM: +0 | Speed: 40ft | Active conditions: None.