Magical Beast Summoning Table

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Generating Monster Summoning tables for Magical Beasts without any extreme special abilities:

  • Summoning I: CR 1/3 to 1/2
  • Summoning II: CR 1/2 to 1
  • Summoning III: CR 1 to 2
  • Summoning IV: CR 2 to 3
  • Summoning V: CR 3 to 5
  • Summoning VI: CR 5 to 7
  • Summoning VII: CR 7 to 9
  • Summoning VIII: CR 9 to 11
  • Summoning IX: CR 11 to 13

Starting from an Animal or Magical Beast, apply one of the below templates to make it an outsider; adjust the CR accordingly and then determine where it fits in the above table. If you need to advance a monster above minimum HD to reach the needed strength, do so before applying the template adjustments.

Templates: Anarchic, Axiomatic, Celestial, Element, or Fiendish; Half-Celestial, Half-Fiend, or Half-Element. Template creatures receive adjustments to their base CR based on hit dice (HD):

  • HD<=3, no adjustment
  • 3< HD <=8; CR +1
  • 8< HD; CR +2. (This is because such creatures gain stronger advantages at higher hit dice.)

Half-celestial creatures adjust CR+1; half-elemental, and half-fiends gain CR +2

"Advanced" creatures with higher than normal HD receive a CR adjustment: double HD is CR+2; 1.5*HD is CR +1.

Note: if a creature is CR 1/3, then CR+1 makes it CR 1/2 -- the +1 or +2 refers to increments on the table.Why: This submission was requested.Pro: A particular Sorcerer might summon only felinoids, or perhaps fire creatures, as a personal quirk; this rule allows customizing the summoning table.Con: Creatures with exotic special attacks may have a base CR which does not properly reflect their melee combat ability.

By: Galen MusbachImported from a previous version of Planewalker.com

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