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Pathfinder: Kingmaker - List of Summon Monster Stats

Written by Fireside   /   May 11, 2020    


A full list of every summon in the game with their relevant stats.

Summon Monster Stat List



Basic of Summoning



This will list the relevant stats for the summoned monsters, if its not relevant to the actual game is wont be included here. For instance the Dex of a creature is unimportant but the AC is.

All the numbers bellow are directly from the game, with the tabletop version only referenced in certain situations.

Any numbers below in parentheses are the monster's stats when you have the augmented summoning feat. As a general rule though augment summoning gives +2hp/per hit dice, +2 to attack rolls, +2 or 3 to damage rolls.

It functions as if someone cast bull's strength and Boar's Endurance on all summons, and as such doesnt stack with those spells (or the mass versions).

Abilties that monster have aren't usable by players, its up to the AI when it want to use them.

Overall I'd suggest summon monsters 1 level below to get that d3 roll (+1 with superior summoning), as you can overwhelm opponets with numbers of attacks.

Summon Monster



Dog (SM 1)

  • Hp: 7 (9)
  • Ac: 13/ ff: 12/ T: 12
  • Bite +2(4), d3+2(d3+4)

Wolf (SM2)

  • Hp: 13 (17)
  • Ac:14 /FF:12 /T:12
  • Bite +2(4) d6+2(d6+4) + trip +2(4) vs CMD

Monitor Lizard (SM3)

  • Hp: 23(29)
  • Ac:15 /FF:13 /T:12
  • Bite +5(7), d6+4(d6+7)
  • Plus poison dc14(dc16), 1d2 dex damage.

Dire wolf (SM4)

  • Hp: 38(48)
  • Ac:14 /FF:12 /T:11
  • Bite +7(+9), d8+6(d8+9)
  • Plus trip +8(10) vs CMD

Bralani (SM5, non-evil)

  • Hp:67(81)
  • Ac:20 /FF:16 /T:14
  • Constant blur
  • Holy Bow +12/7, d8+6(d8+8)<plus2d6 vs evil> <Note: does not have precise shot>
  • Scimitar +13/8(+15/10), d6+8(d6+11)
  • Spells
  • Mirror image
  • Lightning bolt
  • Cure serious wounds

Redcap (SM5, evil)

  • Hp:60(76)
  • Ac:20 /FF:16 /T:15
  • Fast healing 3
  • Scythe +8(10), 2d4+15(2d4+19)

Axiomite (SM6, non-evil)

  • Hp: 85(115)
  • Ac:21 /FF:16 /T:15
  • Regeneration 5/chaotic or magic
  • True seeing
  • Longsword +19/14(21/16), d8+8(d8+11)
  • Spells
  • Lighting bolt
  • Hold monster

Soul eater (SM6, evil)

  • Hp:83(105)
  • Ac:21 /FF:14 /T:17
  • Dr 10/magic
  • Claw +18/18, d4+1(d4+3) + wisdom damage dc 17(19), d6 wisdom damage

Bogeyman (SM7)

  • Hp:111(145)
  • Ac:23 /FF:17 /T:23
  • Fast healing 5
  • DR 15/cold iron
  • Fear aura - will dc25 or be shaken within 30ft <affects the party as well>
  • Claw +16/16 , d8+5 + plus 6d6 sneak attack
  • Spells
  • Phantasmal killer dc21
  • Crushing despair dc21

Movanic Deva (SM8)

  • Hp:126(150)
  • Ac:24 /FF:21 /T:13
  • Wings- +3ac vs melee
  • Protective aura, +4deflection ac and +4resistance against evil creatures for allies in 30ft
  • Dr10 /evil
  • Immunities <electricity, fire, acid, cold
  • Flaming greatsword +13/8/3 (15/10/5), 2d6+19 (2d6 +22) +d6 fire
  • <plus cleaving finish>
  • Spells
  • Holy aura dc22
  • Heal
  • Flame strike dc19

Frost giant (SM8, evil)

  • Hp:133(161)
  • Ac:21 /FF:21 /T:8
  • Immunity cold
  • Vulnerability fire
  • Greataxe +15/10(17/12),3d6+22(3d6+25)
  • <plus improved cleaving finish>

Ghaele (SM9, non-evil)

  • Hp:150(176)
  • Ac:28 /FF:26 /T:16
  • DR 10/cold iron and evil
  • Immunity electricity
  • Cold resistant 10
  • Fire resistant 10
  • Holy longsword +18/13/8(20/15/10), d8+12(d8+15)
  • Spells
  • Scorching ray,2 rays +14
  • Chain lightning, dc19, 13d6
  • Divine power
  • Dispel magic

Thanadaemon (SM9, evil)

  • Hp:173(203)
  • Ac:25 /FF:21 /T:12
  • DR10/good
  • Immunity <acid,poison>
  • Resistance 10, cold+electricity+fire
  • Fear gaze, 30ft dc21
  • Quarterstaff 18/13/8(20/15/10), d6+21(d6+24), plus 1 level drain
  • Spells
  • Enervation

Summon Nature's Ally



Mite (1)

  • Hp: 7(9)
  • Ac: 12/ ff: 11/ T: 12
  • Dagger +2(4), d3-1(d3+1)

Giant frog (2)

  • Hp:15(19)
  • Ac:12 /FF:11 /T:11
  • Bite +3(5), d6+4(d6+6)

Leopard (3)

  • Hp:20(26)
  • Ac:15 /FF:11 /T:14
  • Bite +5(7), d6+3(d6+5)
  • Plus 4 claws +5(7), d3+3(d3+5)
  • Pounce (full attack at end of charge)

Dire boar (4)

  • Hp:43(53)
  • Ac:15 /FF:15 /T:9
  • Gore +10(12), 3d6+9(3d6+12)

Manticore (5)

  • Hp:53(75)
  • Ac:18 /FF:15 /T:12
  • Bite +8(10), d8+9(d8+11)
  • Plus 2 claws +9(11), 2d6+9(2d6+11)

Smilodon (6)

  • Hp:105
  • Ac:17 /FF:15 /T:11
  • Bite +18(20), d8+8(d8+10)
  • Plus 4 claws +18(20), 2d6+8(2d6+10)

Mastodon (7)

  • Hp:147 (175)
  • Ac:21 /FF:20 /T:9
  • Gore +18(20) 4d8+18(4d8+20)
  • Plus slam 17(19) 4d6+18(4d6+20)

Nereid (8)

  • Hp:126(150)
  • Ac:25 /FF:15 /T:25
  • DR10/cold iron
  • Immunity cold/poison
  • Poison touch +15 vs touch, Nereid Poison
  • Nereid spray +16vs touch, Nereid Poison
  • Nereid Poison
  • Fort dc 23(25), 1d2con damage plus blindness, 1/round for 6 rounds

Hyamdryad (9)

  • Hp:210(250)
  • Ac:29 /FF:22 /T:17
  • DR10/cold iron
  • Resistance 30, acid, cold, electricity
  • Fast healing 5
  • Longbow +16/16/11, d8+9(d8+11)
  • Spells
  • Confusion
  • Heal
  • Greater heroism

Undead



Note, Because undead spells are necromancy spells, any summoning feats and effects don't apply to them (augmented summoning ect,).

The Dead Raised have the same stats if you raise them as a cleric or wizard, you just get the spells earlier as a cleric.

Also Because you summon d4+2 Skeletal Champions, animate dead is a much better spell than summon monster 3 or 4 even with agumented summoning.

Skeletal champion (animate dead)

  • Hp:47
  • Ac:22 /FF:20 /T:12
  • DR 5 / bludgeoning
  • Longsword +8, d8+9

Guardian armour (create undead)

  • Hp:143
  • Ac:27 /FF:25 /T:12
  • DR15/adamantine
  • Light pick +16/11/6, d4+11

Graveknight (create undead)

  • Hp:115
  • Ac:25 /FF:24 /T:11
  • DR10/magic
  • Bardiche +18/13, d10+25

Elementals



Notes about Elementals, these apply to all elemetals of a spefic type:

  • Air - Has the whirlwind ability.
  • Earth - If an opponent is flying, earth elementals take a -5 penalty on both attack and damage rolls.
  • Fire - Gains Burn on all attacks, Burn damage is a reflex save effect vs taking additional fire damage, if the save is failed the creature hit it is lit on fire and makes the same save at the start of its turn if it fail it remains on fire and takes the burn damage again. In addition Fire elementals deal +1 damage to a target on fire.
  • Water - Gains freezing on all attacks, functions similar to burn except it targets fortitude instead of reflex. Water elementals don't get the +1 damage for targets that are frozen.

Note a creature can be burned and frozen at the same time.

Small Elementals (2)

Small air

  • Hp:12(16)
  • Ac:17 /FF:14 /T:14
  • Slam +6, d3+1(d3+4)
  • Whirlwind, 1 round, dc 12(14)

Small earth

  • Hp:13(17)
  • Ac:17 /FF:17 /T:10
  • Slam +6(8), d4+7(d4+10)

Small fire

  • Hp: 11(15)
  • Ac:16 /FF:14 /T:13
  • Slam +4(5), d3+1(d3+3) + burn d4, dc11(13)

Small water

  • Hp:13(17)
  • Ac:17 /FF:17 /T:11
  • Slam +4(6), d4+5(d4+8) + Freeze d4 cold, dc12(14)

Medium Elementals (4)

Medium air

  • Hp:30(38)
  • Ac:19 /FF:13 /T:16
  • Slam +9, d6+3(d6+6)
  • Whirlwind, 2 rounds, dc14(16)

Medium earth

  • Hp:36(42)
  • Ac:18 /FF:18 /T:9
  • Slam +8(10), d8+12(d8+15)

Medium fire

  • Hp:30(38)
  • Ac:17 /FF:13 /T:14
  • Slam +8, d6+1(d6+4) + burn d6 fire dc14(16)

Medium water

  • Hp:30(38)
  • Ac:17 /FF:16 /T:11
  • Slam +5(7), d8+8(d8+11), + d8 cold dc14(16)

Large Elementals (5)

All large Elementas gain an addition slam attack, and gain DR 5/-

Large air

  • Hp:68(84)
  • Ac:21 /FF:13 /T:17
  • 2 slams +14, 2d6+4(2d6+6)
  • Whirlwind, 4 rounds, dc 18(20)

Large earth

  • Hp:76(92)
  • Ac:18 /FF:18 /T:8
  • 2 slams +12(14), 3d6+14(3d6+16)

Large fire

  • Hp:60(76)
  • Ac:19 /FF:13 /T:15
  • 2 slams, +13, 2d6+2(2d6+4) + burn d8, 16(18)

Large Water

  • Hp:68(84)
  • Ac:18 /FF:15 /T:12
  • 2 slams +9(11), 2d6+11(2d6+13) + Freeze d8, DC 17
  • Whirlwind, 4 rounds, dc 18(20)

Huge elementals (6)

Huge air

  • Hp:95(115)
  • Ac:22 /FF:11 /T:18
  • 2 slams +17, 4d6+6(4d6+8)
  • Whirlwind, 5 rounds, dc 21(23)

Huge earth

  • Hp:105(125)
  • Ac:19 /FF:19 /T:7
  • 2 slams +15, 4d8+16(4d8+18)

Huge fire

  • Hp:85(105)
  • Ac:21 /FF:13 /T:16
  • 2 slams +14, 4d6+4(4d6+6)+ burn, 2d6 DC 18(20)

Huge water

  • Hp:95(115)
  • Ac:21 /FF:16 /T:13
  • 2slams +12(14), 4d6+13(4d6+15) + freeze, 2d6 cold DC 18(20

Greater (7)

Greater Elementals Gain DR 10/ -

Greater air

  • Hp:124(150)
  • Ac:25 /FF:14 /T:19
  • 2slams +17, 4d8+15(4d8+17)
  • Whirlwind, 6 rounds, dc 23(25)

Greater earth

  • Hp:150(176)
  • Ac:21 /FF:21 /T:7
  • 2slams +18(20), 6d8+19(6d8+21)

Greater fire

  • Hp:124(150)
  • Ac:23 /FF:14 /T:17
  • 2slams +20(21), 4d8+7(9) + burn 2d8 DC20(22)

Greater water

  • Hp:124(150)
  • Ac:23 /FF:17 /T:14
  • 2 slams +16(18), 4d8+17(4d8+19) + freeze 2d8cold DC20(22),

Elder (8)

Elder air

  • Hp:152(184)
  • Ac:28 /FF:16/ T:20
  • 2 slams +20, 4d8+19(4d8+21)
  • Whirlwind, 8 rounds, dc27(29)

Elder earth

  • Hp:184(216)
  • Ac:23 /FF:23 /T:7
  • 2 slams +22(24), 6d8+23(6d8+25)

Elder fire

  • Hp:152(184)
  • Ac:26/FF:16 /T:18
  • 2 slams +24(25), 4d8+8(4d8+10) + burn 2d8 DC22(24)

Elder water

  • Hp:152(184)
  • Ac:24 /FF:17 /T:15
  • 2slams +19(21), 6d8+20(6d8+22) + freeze 2d10 cold DC22(24)



Written by Fireside.