Magical Beast Summoning Table
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