Chapter 19: The Summoner's Bestiary

Welcome, Demigod, to the Summoner's Bestiary. The entries in this chapter provide the foundational statistics for the creatures you can bring into the world. They are a starting point—a canvas upon which you and your Battle Master will create the specific capabilities of your loyal minions.

Using This Bestiary

Each stat block provides the core statistics for a summoned creature: its Health and Armor Points, its Attributes, its Movement, and its inherent Traits like damage resistances or special senses.

What you will not find are pre-written attack actions or special perks. This is by design.

When you command your minion to perform an action (like attacking), it is you, the player, who plays a Battle Card from your hand. The damage and specific effects of that attack are then determined by you and your Battle Master, using the minion's stats as a guideline. For example, a strong beast's attack might add its Strength modifier to the damage, while a venomous creature might inflict the Poisoned condition on a successful hit.

Work with your Battle Master to determine the specific actions your minions can take. Can your Skeleton use a bow? Does your summoned Wolf have a "Pack Tactics" ability? The possibilities are endless, allowing you to customize your summoned allies to perfectly fit your character's theme and playstyle.


Giant Boar

Power Level: Minor | Size: Medium | Type: Beast

Description

A stubborn and ill-tempered beast known for its tough hide and the furious, reckless charges it makes when threatened. While not as cunning as a wolf, its tenacity and raw power make it a formidable opponent or a resilient summoned ally.

Attributes

Strength: 15 (+2) | Dexterity: 10 (0) | Constitution: 16 (+2) | Intelligence: 2 (-4) | Wisdom: 7 (-1) | Charisma: 5 (-2)

Combat

  • HP: 19 | AP: 2 | MS: 0
  • Movement: 1d6 spaces (Walk)
  • AM: Strength
  • Fortitude: +2 | Reflex: 0 | Will: -1
  • Focus: 8 | Initiative: 0
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Tusks: The boar possesses a pair of sharp, dangerous tusks ideal for goring prey. (When this creature attacks with a Battle Card, it deals Piercing damage).
  • Tough Hide: Its body is covered in thick, bristly hide, providing natural protection. (This trait provides its base AP).
  • Relentless Nature: This beast is notoriously stubborn and difficult to take down once it has committed to a fight. (If damage reduces the boar to 0 HP, it can make a DC 10 Fortitude saving throw to drop to 1 HP instead. This fails if the damage was from a critical hit).
  • Powerful Charge: A boar's primary tactic is to build momentum before striking with its tusks. (If the boar moves at least 10 feet straight toward a target before an attack, the attack may deal extra damage or attempt to knock the target Prone, at the BM's discretion).

Giant Spider

Power Level: Minor | Size: Medium | Type: Beast

Description

A patient and lethal predator that excels at ambushing its prey. It uses its sticky webs to trap and immobilize victims before moving in to deliver a debilitating venomous bite.

Attributes

Strength: 12 (+1) | Dexterity: 16 (+2) | Constitution: 12 (+1) | Intelligence: 2 (-4) | Wisdom: 11 (0) | Charisma: 4 (-3)

Combat

  • HP: 12 | AP: 2 | MS: 0
  • Movement: 1d6 spaces (Walk), 1d6 (Climb)
  • AM: Dexterity
  • Fortitude: +1 | Reflex: +2 | Will: 0
  • Focus: 8 | Initiative: +2
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Venomous Fangs: The spider's fangs are capable of injecting a debilitating poison. (When this creature attacks with a Battle Card, it deals Piercing damage. On a successful hit, the target must also succeed on a DC 12 Fortitude save or become Poisoned for 1 minute).
  • Chitinous Carapace: The spider's body is protected by a hard, natural exoskeleton. (This trait provides its base AP).
  • Spider Climb: The spider can climb difficult surfaces, including upside down on ceilings, without needing to make Strength (Athletics) checks.
  • Web-Sense: While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
  • Web Action: The spider can be commanded to use its Standard Action to shoot a web at a creature. (This is a special action that does not use a Battle Card. Target one creature within 30 feet. On a successful ranged attack using the summoner's AM, the target becomes Restrained. The web can be broken with a DC 12 Strength check or by destroying it [HP 5, AP 0]. This can be used once per battle).

Dire Wolf

Power Level: Minor | Size: Medium | Type: Beast

Description

An abnormally large and intelligent wolf with a thick, shaggy coat and eyes that gleam with cunning. Dire Wolves are natural pack hunters, known for their ability to coordinate attacks and overwhelm their prey.

Attributes

Strength: 14 (+1) | Dexterity: 15 (+2) | Constitution: 14 (+1) | Intelligence: 3 (-3) | Wisdom: 12 (+1) | Charisma: 7 (-1)

Combat

  • HP: 15 | AP: 1 | MS: 0
  • Movement: 1d8 spaces (Walk)
  • AM: Dexterity
  • Fortitude: +1 | Reflex: +2 | Will: +1
  • Focus: 8 | Initiative: +2
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Vicious Fangs: The wolf's jaws are filled with long, sharp teeth designed for tearing flesh. (When this creature attacks with a Battle Card, it deals Piercing damage).
  • Keen Hearing and Smell: The Dire Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
  • Pack Tactics: The Dire Wolf is a natural pack hunter. (It has advantage on its attack—effectively doubling its card's ATK value before bonuses—against a creature if at least one of the wolf's allies is within 5 feet of the creature and that ally isn't incapacitated).

Elemental, Air

Power Level: Minor | Size: Medium | Type: Elemental

Description

A barely visible, swirling vortex of wind and dust given sentient form. An Air Elemental is incredibly swift and difficult to pin down, buffeting foes and flowing around obstacles with ease.

Attributes

Strength: 1 (-3) | Dexterity: 18 (+3) | Constitution: 10 (0) | Intelligence: 6 (-2) | Wisdom: 10 (0) | Charisma: 6 (-2)

Combat

  • HP: 12 | AP: 0 | MS: 0
  • Movement: 1d10 spaces (Fly, Hover)
  • AM: Dexterity
  • Fortitude: +0 | Reflex: +3 | Will: 0
  • Focus: 8 | Initiative: +4
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Air Form: The elemental's body is made of wind. (It has resistance to non-magical Slashing, Piercing, and Impact damage. It can move through a space as narrow as 1 inch wide without squeezing and can move through the space of other creatures).
  • Damage Immunities: Poison.
  • Condition Immunities: Grappled, Prone, Poisoned, Restrained.
  • Whirlwind Attack: The elemental attacks by creating a focused blast of wind. (When this creature attacks with a Battle Card, it deals Impact damage. On a successful hit, the target must also succeed on a DC 11 Strength saving throw or be pushed back 10 feet).

Elemental, Earth

Power Level: Minor | Size: Medium | Type: Elemental

Description

A lumbering humanoid figure of compacted earth and stone, animated by primal Demayth energy. It is slow but incredibly resilient and powerful, serving as a steadfast guardian.

Attributes

Strength: 17 (+2) | Dexterity: 8 (-1) | Constitution: 17 (+2) | Intelligence: 5 (-2) | Wisdom: 10 (0) | Charisma: 5 (-2)

Combat

  • HP: 25 | AP: 5 | MS: 0
  • Movement: 1d4 spaces (Walk)
  • AM: Strength
  • Fortitude: +2 | Reflex: -1 | Will: 0
  • Focus: 8 | Initiative: -1
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Stone Skin: The elemental's body is made of dense rock. (This trait provides its base AP).
  • Damage Vulnerabilities: Shock.
  • Damage Resistances: Slashing, Piercing, Impact from non-magical attacks.
  • Damage Immunities: Poison.
  • Condition Immunities: Petrified, Poisoned, Prone.
  • Earth Glide: The elemental can move through non-magical, unworked earth and stone without disturbing the material it moves through.
  • Siege Monster: The elemental's attacks are especially effective against structures. (It deals double damage to objects and structures).
  • Slam Attack: The elemental attacks by pummeling foes with its stony fists. (When this creature attacks with a Battle Card, it deals Impact damage).

Elemental, Fire

Power Level: Minor | Size: Medium | Type: Elemental

Description

A dancing column of flame that writhes and shifts, casting a bright, warm light. It is a volatile and dangerous being, lashing out with tendrils of fire to ignite anything combustible.

Attributes

Strength: 10 (0) | Dexterity: 17 (+2) | Constitution: 14 (+1) | Intelligence: 6 (-2) | Wisdom: 10 (0) | Charisma: 7 (-1)

Combat

  • HP: 16 | AP: 0 | MS: 0
  • Movement: 1d8 spaces (Walk)
  • AM: Dexterity
  • Fortitude: +1 | Reflex: +2 | Will: 0
  • Focus: 8 | Initiative: +2
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Fire Form: The elemental's body is a living flame. (Any creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 1d4 Burning damage. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet.)
  • Damage Immunities: Burning, Poison.
  • Damage Vulnerabilities: Freezing.
  • Condition Immunities: Grappled, Prone, Poisoned, Restrained.
  • Water Susceptibility: For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 Freezing damage.
  • Fiery Touch: The elemental attacks by lashing out with tendrils of flame. (When this creature attacks with a Battle Card, it deals Burning damage).

Skeleton

Power Level: Minor | Size: Medium | Type: Undead

Description

The animated bones of a deceased humanoid, a tireless and unquestioning servant for a necromancer, held together by dark Demayth energy.

Attributes

Strength: 10 (0) | Dexterity: 14 (+1) | Constitution: 15 (+2) | Intelligence: 6 (-2) | Wisdom: 8 (-1) | Charisma: 5 (-2)

Combat

  • HP: 13 | AP: 2 (Scraps of old armor) | MS: 0
  • Movement: 1d6 spaces (Walk)
  • AM: Dexterity
  • Fortitude: +2 | Reflex: +1 | Will: -1
  • Focus: 8 | Initiative: +1
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Damage Vulnerabilities: Crushing, Impact.
  • Damage Immunities: Poison.
  • Condition Immunities: Charmed, Diseased, Exhaustion, Frightened, Poisoned.
  • Senses: Darkvision (60 ft.).
  • Languages: Understands all languages it knew in life but cannot speak.
  • Undead Fortitude: If damage reduces the skeleton to 0 HP, it can make a DC 15 Constitution saving throw. On a success, it drops to 1 HP instead. This trait does not function if the damage is Radiant or from a critical hit.

Elemental, Water

Power Level: Minor | Size: Medium | Type: Elemental

Description

A fluid, vaguely humanoid shape of pure, churning water. A Water Elemental can flow around obstacles, crash into foes with the force of a wave, and drag its enemies down into a watery embrace.

Attributes

Strength: 16 (+2) | Dexterity: 14 (+1) | Constitution: 14 (+1) | Intelligence: 5 (-2) | Wisdom: 10 (0) | Charisma: 8 (-1)

Combat

  • HP: 22 | AP: 0 | MS: 0
  • Movement: 1d6 spaces (Walk), 1d10 spaces (Swim)
  • AM: Strength
  • Fortitude: +1 | Reflex: +1 | Will: 0
  • Focus: 8 | Initiative: +1
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Water Form: The elemental's body is made of liquid. (It has resistance to non-magical Slashing, Piercing, and Impact damage. It can move through a space as narrow as 1 inch wide without squeezing and can enter another creature's space to grapple it).
  • Damage Vulnerabilities: Lightning.
  • Damage Immunities: Poison.
  • Condition Immunities: Grappled, Prone, Poisoned, Restrained.
  • Freeze: If the elemental takes Cold damage, it partially freezes; its speed is reduced by 10 feet until the end of its next turn.
  • Slam: The elemental attacks by crashing its watery form into a target. (When this creature attacks with a Battle Card, it deals Impact damage).
  • Whelm: The elemental can be commanded to use its Standard Action to attempt to engulf a creature. (This is a special action that does not use a Battle Card. Target one Medium or smaller creature in the elemental's space. The target must succeed on a DC 13 Dexterity saving throw or be grappled by the elemental. The grappled creature is restrained and unable to breathe unless it can breathe water. It can attempt to escape as an action with a contested Strength check against the elemental).

Evil Spirit

Power Level: Minor | Size: Medium | Type: Undead

Description

A malevolent, spectral entity formed from the lingering hatred and despair of a tormented soul. It is barely visible, appearing as a cold distortion in the air, and seeks only to drain the life and warmth from living things.

Attributes

Strength: 1 (-3) | Dexterity: 14 (+1) | Constitution: 11 (0) | Intelligence: 10 (0) | Wisdom: 10 (0) | Charisma: 12 (+1)

Combat

  • HP: 10 | AP: 0 | MS: 0
  • Movement: 1d8 spaces (Fly, Hover)
  • AM: Charisma
  • Fortitude: +0 | Reflex: +1 | Will: 0
  • Focus: 9 | Initiative: +1
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Incorporeal Movement: The spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d6 Force damage if it ends its turn inside an object.
  • Damage Resistances: Acid, Cold, Lightning, Sonic; Bludgeoning, Piercing, and Slashing from non-magical attacks.
  • Damage Immunities: Necrotic, Poison.
  • Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained.
  • Sunlight Sensitivity: While in sunlight, the spirit has disadvantage on its attacks.
  • Withering Touch: The spirit attacks by phasing a hand through a living creature's body. (When this creature attacks with a Battle Card, it deals Necrotic damage).

Familiar, Summoned

Power Level: Minor | Size: Tiny | Type: Beast, Celestial, or Fiend (Varies)

Description

A familiar is a spirit that takes an animal form chosen by its master. It is more intelligent and magically connected than a normal animal, serving as a loyal companion, scout, and magical conduit. Its specific statistics are based on its chosen animal form, but all Familiars share the following traits.

General Familiar Rules

  • Base Statistics: Use the stat block for a mundane Tiny beast (Cat, Rat, Hawk, Snake, etc.) as determined by the Battle Master.
  • Shared Traits: Apply the following Inherent Traits to the base creature's stat block:
    • Telepathic Bond: While the familiar is on the same plane of existence, its master can communicate with it telepathically.
    • Shared Senses: As a Standard Action, the master can see through the familiar's eyes and hear what it hears until the start of their next turn, gaining the benefits of any special senses the familiar has. During this time, the master is deaf and blind with regard to their own senses.
    • Deliver Touch Spells: When the master casts a spell with a range of Touch, their familiar can deliver the spell as if it had cast it. The familiar must be within 100 feet of the master and must use its Reaction to deliver the spell when the master casts it.
    • Spirit Nature: The familiar is a spirit. When it drops to 0 HP, it disappears, leaving behind no physical body. It cannot be permanently killed but can be re-summoned with the Summon Familiar spell after a long rest.

Ghoul

Power Level: Moderate | Size: Medium | Type: Undead

Description

A monstrous, flesh-eating undead that haunts graveyards and ancient ruins. Ghouls are faster and more cunning than lesser undead, moving with a predatory grace and disabling their prey with a horrifying, paralyzing touch.

Attributes

Strength: 14 (+1) | Dexterity: 15 (+2) | Constitution: 16 (+2) | Intelligence: 7 (-1) | Wisdom: 10 (0) | Charisma: 6 (-2)

Combat

  • HP: 33 | AP: 0 | MS: 0
  • Movement: 1d8 spaces (Walk)
  • AM: Dexterity
  • Fortitude: +2 | Reflex: +2 | Will: 0
  • Focus: 8 | Initiative: +2
  • Minion Type: Strong Minion
  • Actions per Turn: This minion has 2 Standard Actions (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Damage Immunities: Poison.
  • Condition Immunities: Charmed, Diseased, Exhaustion, Poisoned.
  • Senses: Darkvision 60 ft.
  • Stench: Any creature that starts its turn within 5 feet of the ghoul must succeed on a DC 12 Fortitude saving throw or be Poisoned until the start of its next turn.
  • Claws: The ghoul possesses long, filthy claws perfect for tearing flesh.
  • Paralyzing Nature: The ghoul's touch carries a debilitating necrotic energy. (On a successful hit with its Claw attack, the target must succeed on a DC 13 Fortitude saving throw or become Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success).
  • Multi-Strike Capability: The ghoul is a swift and relentless attacker. (It can perform up to 2 attacks with 1 Battle card attack each time it uses a battle card attack).

Actions

  • Claw Attack. Melee Attack: When commanded to attack with a Battle Card, the ghoul uses its Claws. On a successful hit, it deals 2d4 + DEX Modifier Slashing damage.

Imp

Power Level: Minor | Size: Tiny | Type: Fiend

Description

A mischievous and cowardly fiend, typically summoned from the fiery depths of the Abyss. Imps serve their masters out of magical compulsion, acting as spies, messengers, and magical nuisances on the battlefield.

Attributes

Strength: 6 (-2) | Dexterity: 17 (+2) | Constitution: 11 (0) | Intelligence: 11 (0) | Wisdom: 12 (+1) | Charisma: 8 (-1)

Combat

  • HP: 10 | AP: 0 | MS: 5
  • Movement: 1d4 spaces (Walk), 1d8 spaces (Fly)
  • AM: Dexterity
  • Fortitude: +0 | Reflex: +2 | Will: +1
  • Focus: 8 | Initiative: +4 (+2 Dex, +2 Tiny)
  • Minion Type: Minor
  • Actions per Turn: As a group, these minions share 1 Standard Action (SAP) and 1 Move Action (MAP).

Inherent Traits

  • Damage Resistances: Burning, Poison.
  • Condition Immunities: Poisoned.
  • Senses: Darkvision 120 ft.
  • Languages: Abyssal, Common.
  • Invisibility: As a Standard Action, the Imp can magically turn invisible. The invisibility ends if the Imp attacks or casts a spell.
  • Fiery Bolt: The Imp can hurl a small bolt of hellfire. (This is a magical ranged attack with a range of 65 ft. It uses an Attack Value of 5. On a hit, it deals 1d4 + 2 Burning damage). This can be done with Battle card attacks.