Summon Monster I

Conjuration (Summoning) [see text]

Components:

F/DF, S, V

Casting Time:

1 round

Range:

Close (25 ft. + 5 ft./2 levels)

Effect:

One summoned creature

Duration:

1 round/level

(D)

Saving Throw:

None

Spell Resistance:

No

Focus:

A tiny bag and a small (not necessarily lit) candle.

.

This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.

The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Monster

Alignment

Celestial dog

LG

Celestial owl

LG

Celestial giant fire beetle

NG

Celestial porpoise1

NG

Celestial badger

CG

Celestial monkey

CG

Fiendish dire rat

LE

Fiendish raven

LE

Fiendish monstrous centipede, Medium

NE

Fiendish monstrous scorpion, Small

NE

Fiendish hawk

CE

Fiendish monstrous spider, Small

CE

Fiendish octopus1

CE

Fiendish snake, Small viper

CE

1 May be summoned only into an aquatic or watery environment.