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"At them, my fiends! Serve your master well, and their souls shall be yours to
feast upon!"
- Trephalia Vannon, student of The Vital Pact.
Let’s face it. Everybody likes summoning fiends. Okay, not everybody. Paladins, clerics of good-
aligned gods, and the occasional overly-naturalistic druid may have a few minor ethical
dilemmas about the subject. But for those of you willing to delve into a little fire and brimstone,
delving into various forbidden grimoires, codices, tomes can be an extremely rewarding - if
incredibly dangerous - practice. But before you start to chalk out that circle or cast that
summoning spell, it’s good to know a bit about what exactly it is you are coercing into doing
your bidding – even if it’s only for one round per level. Collected here is a vast array of demons,
devils, yugoloths, demodands, and miscellaneous evil outsiders for your perusal. Not every thing
in the list will be extraplanar or evil, but most things will be - my requirements are basically
thus: be an evil outsider, or an evil magical beast/aberration/construct with the extraplanar
subtype, or hail from a plane ranging from Acheron to Pandemonium. I’ll be hitting up the
Monster Manuals, Fiend Folio, Fiendish Codices, and more (even a few issues of Dragon
magazine, for the more adventurous players out there).
Much of this guide is intended for use with the Malconvoker from Complete Scoundrel. As
summoning becomes an extremely viable strategy with this PrC (and summoning creatures with
the [evil] subtype is the way to go with the class), I highly recommend it for any hopeful
practitioners of deceptive demonology. Regardless of the Malconvoker love (of which there is
plenty), this can still be a handy guide. Use it for your Truenaming Fiendbinder. Use it for your
Nar Demonbinder or your Demonologist. DMs, use it for your BBEG and his cabal of demonic
cultists. Or your malicious priests of domineering, devil-consorting congregations. Most
importantly, have some fun dabbling in demonology. Just don't take it too far - down that road
lies ruin. Or power. Or something.
Note that I won’t go into detail about how to best become a summoner – guides for that have
already been written. In particular, I recommend:
For creatures without a RAW method to summon them: Here’s the Summon Monster CR scale
that I’m basing the guide on. It’s a fairly lenient scale – harsher DMs might skew it down a notch
or two.
SM I: ½
SM II: 1
SM III: 2
SM IV: 3
SM V: 4-5
SM VI: 5-6
SM VII: 7-8
SM VIII: 9-10
SM IX: 11-13
For bindings: Normally, the caps for bindings are 6 HD for Lesser Planar Binding; 12 HD for
Planar Binding; and 18 HD for Greater Planar Binding. The Malconvoker's Improved Calling
boosts it by 2. Infernal Bargainer, a Forgotten Realms-specific feat for outsiders only, can boost
it by another 2. I won't be mentioning specific binding methods in the "How to Get It" entry, as
you should be able to determine that by the creature's HD. Assume I'm taking that Improved
Calling ability into account in most cases. There's also an obscure spell called Implore in Dragon
#336 that allows you to bind a creature of up to 22/24 HD (it's not entirely clear), provided you
have its truename. I'll be assuming 24 HD, just because it's more awesome that way.
If two versions of a creature exist, I'll be using the most recent one. Most will be 3.5, but I will
delve into 3.0 sources as well, since they're technically still canon.
Demons, Part I
"So many to seduce, so little time. Oh, who am I kidding? I'm a demon. As
eternal and enduring as evil itself. I've got all the time in the planes."
- Alessandra, succubus temptress, recently brought back to the Material Plane.
Chaotic, vicious, and destructive, demons are a paramount choice for a caster looking to pick up
a powerful caster or a sneaky tactical choice. They have plenty to offer (more than any other) in
terms of variety, and a number of them are beautiful choices. Still, with such a large pool to draw
from, there's bound to be a few duds. A number of them have annoying auras, or are heavily
impractical, or occupy confoundingly unnecessary niches. But while they are on the whole not as
combat-adept as Devils, they are good choices for their spells and tactical possibilities.
Babau
CR: 6
HD: 7
How to get it: SM VII
Role: Assassin
Fluff: Sneaky spies and assassins in demonic courts, Babaus aren't very socially adept. Though
reasonably intelligent, their limited ability to wheel and deal will help you bluff them but good. They
hate fair fights and plot carefully - they're likely to exploit loopholes in binding contracts if they can
puzzle them out.
Advantages: It’s a sneaky little bugger that can provide scouting or hit-and-run tactics for you. 2d6 sneak
attack and three attacks can add up. Decent rogue skills, though the limited duration will prove
counterproductive in that regard. LPB can turn it into a minor rogue replacement, though.
Disadvantages: Disappointing damage and middling BAB, plus a caster level of 7 for its SLAs.
Notable SLAs: Dispel Magic and See Invisibility at will.
Final Evaluation: Though not the greatest summon for its level, it can be an effective skirmisher. Tag-
team a vulnerable, low-AC enemy with two babaus and watch the d6’s fly. Still, I wish it was a level or
two lower - as it is, it's a relatively poor choice.
Balor
CR: 20
HD: 20
How to get it: Greater Planar Binding with either the Infernal Bargainer regional feat from Races of
Faerun or the Malconvoker's Improved Calling ability
Role: Overlord
Fluff: Generals and overlords of demons, Balors aren't easily tricked or bound. My recommendation?
Show them immediately that you're no pushover. Hit them with debuffs and verbal abuse while they're
trapped in the circle. Demonstrate that even though they are great and powerful, they are nothing in
comparison to your power, and that if they expect to get out of this alive and intact, they'd better bow
to your every whim. Balors respect power and cruelty - you have to approach them on their terms.
Advantages: It has a vorpal sword (actually not that great). It is wreathed in flame. Amazing SLAs. It
messes things up hard, in and out of melee. This is an absolutely iconic binding for a reason – it’s the
golden standards by which other GPBs are measured.
Disadvantages: A CHA of 26 makes this a difficult bind, though far from impossible. Likely to be
vindictive and cruel, plus it will seek torturous, bloody revenge on you as soon as it becomes free. Also,
don’t get near it when it dies.
Notable SLAs: Blasphemy, Dominate Monster, Greater Dispel Magic, Insanity, Power Word Stun,
Telekinesis, and Unholy Aura at will, plus Implosion and Firestorm 1/day.
Final Evaluation: It’s a freakin’ Balor. It makes archmages cry and mighty heroes wet their pants with
fear. Bind it with all possible speed, but beware the risks.
Bebilith
CR: 10
HD: 12
How to get it: SM IX
Role: Brute
Fluff: Equal parts hunter and ambusher, Bebiliths likely aren't interested in your ministrations or your
offerings. They're somewhat intelligent, but they're also savage, primal, and animalistic. They do enjoy
hunting demons, however, so perhaps you can offer them an all-you-can-eat dretch buffet.
Advantages: A hefty grapple score, three attacks a round, and a relatively powerful poison. Decent
mobility for its size, including good ranks in Climb and Jump. They can throw a web at a pitiful attack
bonus, but everything at this level has a way of geting out of that.
Disadvantages: By the time you can summon one, most creatures are going to laugh at a Bebilith. Its
Rend Armor ability is fairly useless. A +16 in Sense Motive makes this harder than some to bluff.
Notable SLAs: None.
Final Evaluation: The Bebilith isn't anything to write home about. It's a better melee fighter than the
Hezrou you can get for the same spell, but the Hezrou has some powerful SLAs and the Bebilith really
comes up short in that case. A good pick for straight melee (especially with all of your augmentations in
play), but you're level 18 now. Straight melee doesn't really cut it anymore. If you can convince your DM
to bump it down to SMVIII, it's that much more useful.
Dretch
CR: 2
HD: 2
How to get it: SM III
Role: Minion
Fluff: Pathetic cannon fodder for demonic armies, Dretchs are easily bullied, abused, and controlled. It's
a poor, poor wizard who can't intimidate a dretch into service.
Advantages: Three attacks per round and decent damage reduction for its level.
Disadvantages: Slow and fragile, subpar damage.
Notable SLAs: Stinking Cloud and Scare 1/day
Final Evaluation: The dretch also isn't the best melee bang for your SMIII buck, but the SLAs are useful
and it can be a decent tank against mooks with that DR.
Glabrezu
CR: 13
HD: 12
How to get it: PB, or possibly SM IX if you can sway your DM
Role: Overlord
Fluff: Tempters of mortals with power and wealth, Glabrezu could potentially be swayed to your service
with promises of magic items or gold - after all, that's more to offer other mortals. They're smart and
subtle, so beware their machinations.
Advantages: What's not to love? A great attack schedule, decent AC and DR, a vast array of skills, and
helpful SLAs, plus Wish one a month (though, and I quote: "Unless the wish is used to create pain and
suffering in the world, the glabrezu demands terrible evil acts or great sacrifice as compensation").
Disadvantages: With a CHA of 20 and Sense Motive +18, the Glabrezu is likely to be wary of your tricks.
But it's nothing you can't handle.
Notable SLAs: Chaos Hammer, Confusion, Dispel Magic, Mirror Image, Reverse Gravity, and Unholy
Blight at will, plus Power Word Stun 1/day.
Final Evaluation: Glabrezu are another benchmark bind - they're a lovely, lovely choice. But they're also
quite capable of effecting revenge on you. If you're willing to take the risk, the reward just might be
worth it - and a glabrezu fighting for you is one hell of a reward.
Hezrou
CR: 11
HD: 10
How to get it: SM IX
Role: Overlord
Fluff: Sergeants and middling officers, Hezrou enjoy carnage and battle more so than most demons. Just
the offer of limb-rending, gut-wrenching slaughter might be enough to sway a Hezrou to your side.
Advantages: While not great sources of melee damage, their Stench ability can certainly tip the scales in
your favor. Plus, no Sense Motive to speak of!
Disadvantages: A middling BAB and relatively poor damage make Hezrou subpar choices in melee.
Notable SLAs: Chaos Hammer and Unholy Blight at will, plus Blasphemy and Gaseous Form 3/day.
Final Evaluation: A decent choice as a walking debuff, Hezrou are made to wade into combat and
disable enemies. Stench plus Chaos Hammer can really take lawful foes out of the fight, leaving them
slowed, nauseated, and damaged.
Marilith
CR: 17
HD: 16
How to get it: GPB
Role: Brute
Fluff: Tacticians and generals in demonic armies, Mariliths enjoy a good scrap. They don't seem to have
any particular interest in mortal souls or magic items (no more than other demons, that is), so binding
them may just be a matter of offering them carnage and heinous butchery.
Advantages: Seven attacks a round? Oh my, yes. A decent grapple, and a Constrict that not only does
great damage, but can knock (DC 29 Fort) your opponent unconscious for the duration of the grapple.
SLAs aren't truly special, but they're not bad.
Disadvantages: 24 CHA and +23 Sense Motive. Competition with the Balor.
Notable SLAs: Blade Barrier, Magic Weapon, Project Image, See Invisibility, Telekinesis, and Unholy Aura
at will.
Final Evaluation: A fine choice for hack and slash, Mariliths are powerful binds. But by the time you can
bind one, the Balor's a possibility too.
Nalfeshnee
CR: 14
HD: 14
How to get it: Maybe SM IX, likely PB
Role: Caster
Fluff: Nalfeshnees are judges and torturers of the damned. You could potentially get a lot of mileage out
of just that fact - offer them the chance to cause significant pain and agony to enemies who were, let's
face it, probably just going to end up in the Abyss anyway.
Advantages: Decent BAB, fantastic SLAs. They can be spectacular disablers/debuffers and limited
blasters. Love that Smite ability - completely disables non-demons for 1d10 rounds. A great UMD skill, if
you have some spare wands or scrolls. They can fly, too, though poorly.
Disadvantages: Sense Motive +23 and CHA 20 makes them slightly harder to Bind than the Glabrezu.
Melee damage is somewhat poor.
Notable SLAs: Call Lightning, Feeblemind, Greater Dispel Magic, Slow, and Unholy Aura at will.
Final Evaluation: I like the Nalfeshnee a lot. It has plenty of tactical possibility and can bring plenty of
opponents out of the fight.
Quasit
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Pesky little critters with a penchant for sitting on the shoulders of wizards, Quasits are likely to be
easily tricked, bullied, or tempted into your service. Abject cowards, to boot.
Advantages: Decent stealth skills and Alternate Form at will let the Quasit be a versatile summon. The
DR + Fast Healing is nice. Good maneuverability.
Disadvantages: Can hardly make a dent in melee, though the poison is a nice bonus.
Notable SLAs: Detect Magic and Invisibility (self only) at will and Cause Fear 1/day
Final Evaluation: Quasits are poor in melee unless polymorphed into wolf form. Even then, they're only
average. But they excel as scouts and infiltrators.
Retriever
CR: 11
HD: 10
How to get it: None by RAW, likely SM IX (as a mindless construct, it cannot be bound)
Role: Brute
Fluff: Retrievers are constructs built by Demogorgon himself to track down fugitives and missing
treasure. They are mindless - don't try to reason with them.
Advantages: Damaging/petrifying eye rays as a free action and more attacks/damage than a Bebilith.
Construct traits and Fast Healing. Free, automatic, permanent Discern Location. They don't have the
[evil] subtype, which may be a point in its favor against certain wards and protections.
Disadvantages: Lower BAB than a Bebilith and no DR make them comparatively less effective in battle.
Notable SLAs: None.
Final Evaluation: While constructs aren't typically a valid summon, the Retriever just might be demonic
enough to count. Great trackers with their Find Target ability, they can also be quite the source of
damage with the eye rays. They're a bit too much of a glass cannon for my tastes and less dependable
than other summons at this level, but a few good rolls and they can be devastating.
Succubus
CR: 7
HD: 6
How to get it: None by RAW, likely SM VII
Role: Caster
Fluff: Unparalleled seductresses, succubi are schemers and flatterers. They want mortal souls. Don't give
them yours. Don't give them any others, either! Offer them the chance to sharpen their seductive edge,
or perhaps mention just how corruptible (or dreamy) the BBEG is.
Advantages: Very useful SLAs. Their Energy Drain could prove useful against dumber opponents.
Disadvantages: Terrible in melee and extremely difficult to bind (26 CHA!).
Notable SLAs: Charm Monster, Detect Thoughts, Ethereal Jaunt, and Suggestion at will.
Final Evaluation: There's always plenty of creative potential with a succubus around. While not
overwhelming as a summon, they can be quite manipulative as a bind. Lay traps for your enemies. Play
on their lusts and desires. If you can pull off the bind, seduce, seduce, seduce!
Vrock
CR: 9
HD: 10
How to get it: SM VIII
Role: Brute/Manipulator
Fluff: Vrocks are bodyguards and shock troops. As such, they're simple creatures - they revel in battle
and slaughter, and aren't much more subtle than that.
Advantages: Very nice attack schedule. Spores and Stunning Screech are great. Decent SLAs, mobility,
and damage. The Dance of Ruin offers you a whole new tactical possibility if you can summon three of
them.
Disadvantages: Sense Motive +16, though their CHA is crap.
Notable SLAs: Mirror Image and Telekinesis at will, plus Heroism 1/day.
Final Evaluation: Can't go wrong with a Vrock. Mobile, powerful, and a potent disabler. Probably the
best choice for core SM VIII.
Monster Manual II
Abyssal Maw
CR: 2
HD: 2
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Assault troopers in Abyssal armies, they're dumb and easily tricked. Some sources have
them as minor creations of a long-forgotten demon lord of hunger. Maybe offer them food?
Advantages: One hell of a bite attack, though it's the only one they get. Rend Fallen seems nice,
though all it really does is make sure they ain't getting back up from the negatives.
Disadvantages: Low HP, no DR. Won't last long.
Notable SLAs: None.
Final Evaluation: A decent melee choice, a pack of them can drop foes pretty quickly with
2d8+6 damage.
Abyssal Ravager
CR: 5
HD: 3
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Brutish, dumb and far from organized, Ravagers are basically wild and frenzied predators.
No organization or desires to speak of, they're said to basically attack anything they see.
Summon, point, get out of the way.
Advantages: Just a brutal poison. 2d6 Strength, both initial and secondary. Too bad the DC's
only like 16. But it can easily drop an unsuspecting wizard or rogue.
Disadvantages: They've got nothing else going for them. Poor damage, sad HP, no DR, poor
AC.
Notable SLAs: None.
Final Evaluation: If you want something poisoned and helpless, they're your guy. But that's
about all they're good for.
Abyssal Skulker
CR: 2
HD: 2
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Stalkers and raiders, they live to harry and harass enemies of the Abyss. Easily tricked,
but why would you want to?
Advantages: Um. None to speak of, really. Decent stealth, I suppose.
Disadvantages: It does 1d2 damage and uses Weapon Finesse, so Augment Summoning won't
help.
Notable SLAs: None.
Final Evaluation: Crap. Stay far away.
Jarilith
CR: 13
HD: 10
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Hunting beasts and predators of the Abyss, they are notoriously difficult to control. Even
Balors apparently have to watch their step around them (though why is beyond me - they're
Balors). They smell weakness and fear and it fills them with disdain. They don't speak, so are
difficult to bargain with.
Advantages: Minor melee monsters. Pounce, Rake, Augmented Critical? A fear aura and
monstrous AC? These are good things.
Disadvantages: Outside of straight melee combat, they have basically no uses. Crappy SLAs.
Notable SLAs: Doom, Detect Thoughts, and Clairaudience/Clairvoyance at will.
Final Evaluation: When you need something to die quickly, die now, and die screaming bloody
murder with its throat nearly torn out, use Jariliths. If you can convince your DM that SMIX can
summon them, this is one of the very few melee summons at that level I can condone using.
Jovoc
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Minion
Fluff: Sneaky creatures that thrive on strife and chaos, Jovocs aren't too bright but they are adept
ambushers and skirmishers. Probably pretty easy to trick into service - just mention plenty of
battle-based chaos.
Advantages: Aura of Retribution, great DR and Fast Healing. Any damage caused to them is
reflected back upon all non-tanar'ri within 30 feet, regardless of how much the DR stopped. Even
with a save for half, this is such a good ability. And then with Fast Healing, they get it all back.
Disadvantages: That same aura is pretty prohibitive to your own party, preventing them from
wading into combat or suffering along with the enemies. They're awful in a straight melee, but
that's kind of not their point.
Notable SLAs: None.
Final Evaluation: I love these little guys. Plenty of dastardly potential with their Aura of
Retribution. Bluff your foes into thinking that the Jovoc is a great threat, and then let them
destroy themselves on their own swords. Once they wise up, sling fireballs in their general
direction - the Jovoc's aura will double (or even triple with Fiendish Legion) the damage done.
Your DM may cry. Or hit you. Or cry while hitting you.
Kelvezu
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX but likely PB
Role: Assassin
Fluff: Elite infiltrators and assassins for Abyssal lords, Kelvezu are surgical, precise, and
brutally efficient. They don't seem to want power or influence, instead preferring to work their
vicious magic out of sight and in the shadows. Perhaps offer it the chance to take out an enemy
of the Abyss, like a powerful devil.
Advantages: 8d6 sneak attack, Evasion, Uncanny Dodge, and poison make for a spectacular
rogue replacement. And they're available very early on, because of their favorable HD/CR split.
Quite difficult to hit. 16 CHA makes them a fairly easy bind.
Disadvantages: Sense Motive +18. Two-weapon fighting and poor BAB to begin with means
that those glorious fistfuls of d6's are hard to actually connect. With only 90 HP, they don't last
long if they do get attacked.
Notable SLAs: Greater Invisibility (self only), Suggestion and Greater Dispel Magic at will.
Final Evaluation: Party rogue? Who would keep one of those around? We've been using the
wizard's bound Kelvezu since level 12 and haven't missed the rogue since. Seriously though, any
bind that can replace an entire archetype is probably a good idea. See if you can convince it to
stop using the offhand weapon, though, as it will really help its hit percentages.
Palrethee
CR: 8
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Shamed demons that once aspired to be balors, they failed and now are punished by being
literally on fire forever. They crave power and magic items and you can probably play to their
vanity fairly easily, or at least use the shame of their failure to cow them into servitude.
Advantages: A decent melee combatant with a +1 Flaming longsword. Their slam attacks can
light enemies on fire, and they have a constant Fire Shield around them.
Disadvantages: Not exceptionally tough, they can easily get squashed in combat. Severe
weakness to cold damage, too.
Notable SLAs: Cause Fear 1/day.
Final Evaluation: It's on fire. They can't catch it if it's on fire. But seriously, not all that helpful.
At this level, you can be throwing around some serious firepower, and the Palrethee just doesn't
cut it.
Zovvut
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Not-quite-tanar'ri demons who may or may not be the hideous spawn of Orcus, Zovvuts
are used for artillery and demoralization purposes. Supposedly obey those who can intimidate
them into service.
Advantages: A Zovvut's level-draining gaze is nice, but it can only drain one level at a time and
at a Will DC of 17. The wording is somewhat unclear if it is a targeted effect with a range of 30
ft. or if it affects all enemies WITHIN 30 ft. I tend towards the former. A horde of them can
focus-fire on one foe and potentially drain it into oblivion. Enemies killed by it rise as wights
1d4 rounds later, under the Zovvut's control. And if you control the Zovvut, under your control.
Disadvantages: Other than the gaze attack, the Zovvut doesn't have much going for it. Crap
melee, crap SLAs.
Notable SLAs: Clairaudience/Clairvoyance, Doom, and Suggestion at will.
Final Evaluation: If you really want an army of wights at your beck and call, or if you like level
draining, Zovvuts are okay picks. But you've got better options at your disposal, trust me.
Sorrowsworn Demon
CR: 17
HD: 18
How to get it: GPB
Role: Overlord
Fluff: They like to linger around battlegrounds or graveyards, reveling in loss. If you allow it to
drink in the feelings of loss that you will inevitably cause as a high-level adventurer, perhaps it
will agree to accompany you.
Advantages: Nice debuffing aura with a tough Will save - it interferes with casting and mimics
Crushing Despair. Whispers of Loss is a great ability that can leave your foes stunned, dazed and
confused. A good selection of SLAs, and a brutally damaging attack schedule. Fairly durable,
too.
Disadvantages: The aura affects everyone around the demon, but it does have the option of
switching it off. No real drawbacks to speak of, although Mindblank is a big fat NO to most of
its abilities.
Notable SLAs: Invisibility and Nondetection at will, plus Touch of Idiocy and Greater Dispel
3/day, plus Mind Fog, Feeblemind, and Weird 1/day.
Final Evaluation: Another solid choice for a bind, the Sorrowsworn will worm its way into your
enemies' minds and utterly annihilate them. Or it can rip them apart with its +2 glaive. Your
choice.
Monster Manual IV
Deathdrinker
CR: 18
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute
Fluff: Deathdrinkers are demons unto themselves, colossal and brutish while also haughty and
narcissistic. They despise all other creatures, and rarely get along with even their own kind. They
are notably susceptible to flattery, however - fawning and brown-nosing will likely be rewarded.
Advantages: Their high HD makes them accurate attackers. Necromancers will be happy with
their aura of unlife. They heal and gain combat bonuses after killing foes - handy in a protracted
slaughterfest. They're also quite resilient, with high HP totals and DR.
Disadvantages: Hardly a huge source of damage in melee, the Deathdrinker simply does not
compare to other creatures with similar HD totals. Very few tactical possibilities. Their
elemental resistances are somewhat disappointing, too.
Notable SLAs: Air Walk, Greater Dispel, and Greater Teleport at will.
Final Evaluation: You can get much more powerful creatures with Implore than a lowly
Deathdrinker - even if they are a cinch to bind. Skip 'em.
Kastighur
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Kastighurs are the prison wardens of the Abyss, full of torturous delight and very little
cunning. They're large, sort of dumb, and rush into the fray at the slightest provocation. They're
apparently notably undisciplined, sometimes ignoring orders just to incite fear and disorder.
Advantages: Good damage and great feats for tactical battle, Kastighurs are good choices for
bull rushes or overruns. They do a fair bit of damage on a charge, too (5d6+14), with a DC 27
stun effect! They have a fear aura, and get a bonus to attack foes that are afraid, so that's a nice
bit of synergy. Relatively tough. Acid immunity is nice, too.
Disadvantages: Outside of melee, they have little use. Low AC. Summoned Kastighurs can't use
their teleporting abilities.
Notable SLAs: Feather Fall and Greater Teleport (bind only) at will.
Final Evaluation: Better than a Bebilith in straight melee, they're unfortunately taken down a
notch by their near-complete lack of abilities beyond melee. Still, they're capable bruisers.
Nashrou
CR: 2
HD: 4
How to get it: SM III
Role: Brute
Fluff: Little more than savage pack predators, Nashrou have animal intelligence and are known
to be extremely difficult to bargain with. Summoning rather than binding is heavily
recommended.
Advantages: Where to begin? They get four damaging attacks at a decent attack bonus. They're
quick and durable, with high HP and decent DR. 10 ft. reach never hurt anybody either (well,
maybe your enemies).
Disadvantages: Vulnerability to critical hits and no SR are their only glaring weaknesses.
Notable SLAs: None.
Final Evaluation: One of my favorite low-level summons. Nashrou can tear your opponents to
little tiny shreds, and remain halfway-decent at higher levels, especially with Fiendish Legion in
play. Definitely use them. A+, five stars, would summon again.
Whisper Demon
CR: 9
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Hideous apparitions that drive those around them to insanity and suicide via their mad
babbling, Whisper Demons are themselves out of their ghostly minds. They rarely speak and
when they do, it's vile and hateful insults and lecherous desires. Hard bargain.
Advantages: They drive living creatures suicidally insane. Including your enemies. They're
incorporeal, which is nice.
Disadvantages: They drive living creatures suicidally insane. Including you.
Notable SLAs: None.
Final Evaluation: Well, you could send it into the middle of an enemy fortress or encampment
and sit back and relax while your foes all eventually go mad and kill themselves and then rise as
allips. Mostly, I'd stay away.
Wrackspawn
CR: 3
HD: 4
How to get it: SM IV
Role: Brute
Fluff: The twisted remains of good souls tortured endlessly by demons, Wrackspawn exist only
to inflict pain on as many things as they can. They have no eyes and shriek constantly. They fight
with spears made out of their own bones. Squick.
Advantages: Effective melee combatants, their spears do an extra 2d6 damage and sicken
creatures against Fort DC 20. Plus 120' Blindsight, so you can do all sorts of nasty things with
Cloudy Conjuration or Fog spells.
Disadvantages: Kind of slow. Doesn't do much damage when the creature isn't alive.
Notable SLAs: None.
Final Evaluation: Overall, a decently capable summon when it comes to melee. Great damage,
though less useful against non-living foes. Doesn't quite stand up to the Voor, but what does?
Monster Manual V
Adaru
CR: 10
HD: 13
How to get it: SM IX as an evil caster (or a Malconvoker)
Role: Overlord
Fluff: Adaru are surprisingly charming for demons, but are treacherous and scheming. You're going to
have to learn to bluff a consummate bluffer to deal with them, but they can be bought with wealth and
magic items.
Advantages: Supremely mobile, with burrow, climb, and swim speeds. A decently damaging poison. Its
Fetid Cloud ability debuffs and makes movement difficult for non-evil creatures while giving evil
creatures profane bonuses - great in a swarm of summons. But how often will you fight non-evil
enemies?
Disadvantages: Not very damaging in melee, unimpressive SLAs. Can't kill a thing without using its
poison.
Notable SLAs: Freedom at will and Charm Monster 3/day, but it only works on other tanar'ri, so it's
rather limited.
Final Evaluation: One or two helpful abilities mixed in with a lot of mediocre ones. I'm not sold. Better
things to do at this level.
Carnage Demon
CR: 3
HD: 4
How to get it: SM IV
Role: Minion
Fluff: General Abyssal infantry, sent into the fray to wreak havoc. Dull and single-mindedly focused on
destruction. Not actually tanar'ri, but some strange creation. "Easily enticed by the promise of
devastation."
Advantages: At least it gets a bonus when around other Carnage Demons? Scant consolation. DR/silver
at least might confuse a few foes used to demons and cold iron.
Disadvantages: Weak in melee, plus can easily turn on you and yours.
Notable SLAs: None.
Final Evaluation: The Nashrou is better than this, and a level lower. Unless you really need to break
through some weird DR, stay far away.
Draudnu
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute/Manipulator
Fluff: These strange, hideous creatures seem ripped straight from the pages of Lovecraft, twisted
abominations crafted by Pale Night from eladrin bones. All they want is to cleanse the Abyss of non-
obyriths. They care nothing for wealth, power, or influence - they only like to kill.
Advantages: Decently powerful in melee with a handy Immobilization effect. Creatures within 60 feet
must save or be permanently sickened. Decent DR and Fast Healing. Does acid damage to those that
damage it.
Disadvantages: Keep it well away from your side of the battlefield. No SLAs is painful at this level, too.
Notable SLAs: None.
Final Evaluation: While I find their sickening aura to be too risky, they can be decent wading into melee.
But only barely. Just make sure they do it at a safe distance.
Gadacro
CR: 3
HD: 4
How to get it: SM IV
Role: Assassin
Fluff: Abyssal scavengers and eyethieves, Gadacro are small and childlike and full of in-fighting. Like a
pack of demonic vultures or crows. Gadacro obey the strongest member of their group, but they all
eventually turn on the leader and rip him to shreds. Curse their sudden but inevitable betrayal.
Advantages: Plenty to like here. Sneak attack, plus an auto-blind for 5 rounds if it connects (though you
sacrifice its damage to do so). If they get hit, they automatically get to poof away, safe from any other
iterative attacks. A fly speed with perfect maneuverability and Flyby Attack makes them ideal aerial
harriers.
Disadvantages: Their actual melee damage is pitiful, and their attacks are DEX-based, so your Augment
Summoning doesn't help them connect.
Notable SLAs: Mirror Image and Earthbind 1/day.
Final Evaluation: I get an evil grin when I think about these guys. They won't bring anything down, but
they'll certainly make it a lot easier for you to do so - and like the annoying pests they are, they just
won't die. Extremely effective in groups - they call groups "murders of gadacro," and with good reason.
Solamith
CR: 8
HD: 11
How to get it: SM VIII
Role: Caster
Fluff: Ravenous hunger demons, Solamiths are bulging and flabby, full of soulfire. Demonic grenade
launchers. They throw themselves upon the mercy of greater beings, meaning that obtaining their
obedience should be a cinch.
Advantages: Can throw mini-fireballs all day long with Fast Healing. They can double the range and
maximize the damage by doing more damage to themselves, so if you want a glass cannon, you've got
one. Plus they can release a cone of soulfire as a retributive swift action the round after they get
damaged. Soulfire offers a save, but it's Ref 25, which isn't too bad. Low CHA makes them an easy bind,
to boot.
Disadvantages: Poor melee and sort of a one-trick pony. Cleave and Power Attack as feats? What a
waste.
Notable SLAs: None.
Final Evaluation: Great for taking out hordes of mooks, Solamiths aren't really that effective against
burlier fare. Still, a horde of them can firebomb quite a bit into submission. Call this one a reserved
recommendation.
Demons, Part II
"Another puny mortal thinks he can tame the masters of the Abyss, eh? Leash
primal chaos, if only for a short while? Very well, 'master,' I shall do your
bidding... for now."
- Wages of Sin, glabrezu soulstealer, assessing his latest mark.
Fiendish Codex I
Armanite
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Armanites are demonic heavy cavalry. They live in packs led by leaders called knechts,
plus they have their own cities. Seemingly socially organized, they still are known abandon their
tasks in favor of extreme bloodlust. Give them the opportunity to charge into battle and they
might submit to being bound.
Advantages: A powerful charge attack with lessened penalties, decent melee presence, and
automatic Shocking Burst on arrows fired from their bows. Decent durability. Not a bad deal.
Disadvantages: Once they've charged, they're a little unimpressive in melee for their level. No
abilities outside of straight melee.
Notable SLAs: Airwalk for an hour/day.
Final Evaluation: Fairly run of the mill. Decent in melee (but only decent) and not much else.
While I like the charge, the Bulezau later on in the same book are much better at it for just a
single SM level.
Bar-lgura
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Overlord
Fluff: Looking like gigantic fiendish orangutans, Bar-lgura are demonic scouts and skirmishers.
They are rather odd - though they still craft grim totems and fetishes and despise most other
beings, they don't take nearly as much pleasure in torment and suffering as other demons. In fact,
they consider other demons a nuisance and despise working with them. Could be twisted to your
advantage.
Advantages: Quite mobile, with good SLAs and a decent attack schedule. While summoning
them won't let you take advantage of it (you'd have to use Lesser Planar Binding), their
Abduction ability is basically an at-will teleportation taxi service, two party members at a time.
Pounce, too!
Disadvantages: Melee damage does leave something to be desired at this level, though they are
better than the Bearded Devil at SM V. They pale in comparison to the fiendish giant crocodile,
unfortunately.
Notable SLAs: Telekinesis, Dispel Magic, and Cause Fear at will, plus Major Image,
Invisibility, and Disguise Self 2/day.
Final Evaluation: I like Bar-lgura quite a bit. They are a bit like the jacks-of-all-trades of the
demonic realms. They can be sneaky, tactical, brutish, or a mobile assault platform with
telekinetic ammunition. The lowest level Overlord. They're not always your best choice, but
they're always a good choice. A great choice for a LPB.
Broodswarm
CR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Minion/Manipulator
Fluff: Broodswarms are deathly loyal swarms formed by night hags in an agonizing ritual. They
exist only to seek out potential souls for the night hag to transform into larva. They attack good
souls almost exclusively. You can summon or bind one, but you'll likely incur the wrath of its
night hag mother.
Advantages: Swarm traits can be handy. Their Daze and Stitching (Stitching has no save!)
abilities, in combination with the Distraction swarm trait, make them potent disablers. A blind,
mute, helpless, dazed enemy is a good enemy. A swarm with Evasion is a very good
combination, too.
Disadvantages: If an area effect hits 'em, kiss 'em goodbye. Their damage is very low. Stitching
offers a fairly easy Strength check to break out, though each attempt does damage.
Notable SLAs: None.
Final Evaluation: A niche pick, particularly when you want to disable and/or capture foes rather
than killing them. Not all that effective for its level, unfortunately.
Bulezau
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Goat-headed shock troops and formation assault squads of the Abyss. They are difficult to
control and fly into berserk rages. Bulezau only obey orders under the threat of death from a
more powerful overlord - otherwise they fall into immediate chaos and frenzied battle. Impress
them with your power and they'll fall in line.
Advantages: Melee monsters. Their ranseurs are very damaging with 20' reach, and even their
charge pales in comparison to it. That said, the charge is still quite good. A good complement of
SLAs.
Disadvantages: Their SLA save DCs are pitifully low. Their BAB could use a boost, too. Their
AC makes me sad, but you want them to get hit.
Notable SLAs: Solid Fog and Telekinesis at will, Fear 3/day and Shout 1/day.
Final Evaluation: I'm a reserved fan. A decent source of damage in melee, but the Vrock is still
a more consistent choice at this level with its better attack bonus and other abilities. Of course,
the Bulezau's Sense Motive is nonexistent, so it's easier to trick. Solid Fog is, however, a good
ability to have at will, so it's a toss-up.
Chasme
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Assassin/Caster
Fluff: Chasmes are abyssal torturers and slavemasters, thrilling in pain and suffering. They
despise all other demons (and probably you too), but will temporarily ignore their predilections if
offered the chance of torture or interrogate others.
Advantages: First off, they're swift and perfect flyers with Flyby Attack and attacks that cause
bleeding wounds. They have a good full-attack schedule at an acceptable BAB. They have a vast
array of useful SLAs.
Disadvantages: Their auras aren't all that helpful (who cares about sleep at level 15?) and they
don't do a whole lot of damage with their attacks.
Notable SLAs: Contagion, Dispel Magic, Fly, Insect Plague (bind only), Ray of Enfeeblement,
See Invisibility, and Telekinesis at will, plus Quickened Ray of Enfeeblement 3/day.
Final Evaluation: Hard to find a lot wrong with the Chasme. Sure, there are plenty of aerial
skirmishers in the demonic catalogue, but none of them have the Chasme's magical abilities nor
as much damaging potential. Great at SM VIII, decent at SM IX.
Dybbuk
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Manipulator/Caster
Fluff: Creepy incorporeal loumara (a subtype of demon) that possess the dead for perverse,
hedonistic purposes. They constantly are on the search for that perfect body, a fresh, attractive
corpse whose death no one has yet noticed. Perhaps they will find such a corpse among your
enemies?
Advantages: They can corpse-hop amongst the remains of your enemies, which has a lot of
potential if you take down the strongest foe first, then let its possessed corpse turn on its former
allies. It has an interesting Death Touch ability (though far too easy to resist), and it can impart a
profane 24-hour bonus to mortals. Does 1d6 Con damage with its tentacles, healing itself at the
same time.
Disadvantages: Possessing corpses is rather a niche skill, don't you think? If there's nothing
dead to take, the Dybbuk's power is significantly lessened. Con damage takes a long time to kill
things by the time you can summon one, and its SLAs are shut down cold by Mindblank.
Notable SLAs: Obscuring Mist at will, plus Fear, Phantasmal Killer, and Mind Fog 3/day.
Final Evaluation: An interesting bit of potential, I still find the Dybbuk too much a situational
choice to rely on. I want summons that can kill things, not control things that are already dead.
Ekolid
CR: 4
HD: 5
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Intelligent insectile abominations who reproduce by implanting their eggs into as many
creatures as possible, Ekolids have little motivation beside reproduction. Those under the rule of
Obox-Ob form vast hive-cities made out of corpses. Man, Obyriths are creepy.
Advantages: Seven attacks per round! Their eggs do extra damage and nauseate their victims.
They get to take an extra move action, and have a 60' average fly speed.
Disadvantages: Their aura can really mess up your party, causing a -1 on all skills and forcing
casters to make a concentration check to cast even the simplest spells (though at DC 10, any half-
way optimized caster should beat it). Somewhat fragile, and does poor damage. Awful grapple
modifier.
Notable SLAs: None.
Final Evaluation: Eh, I think the risk outweighs the reward here. Still, they can do a good bit of
damage to mooks with their incubation abilities. Pretty much a pass.
Goristro
CR: 16
HD: 24
How to get it: Implore
Role: Brute
Fluff: Living seige engines, the bestial Goristros are nasty, brutish, and enormous. They live
only to destroy and devour, and are too dumb to be enticed by wealth or power. All they want to
do is hit things until they stop moving, and then eat them. Offer them that.
Advantages: A pair of accurate, powerful slam attacks. Loads of HP. Good DR and Fast
Healing. They can mimic earthquakes by stomping. Their feats make them ideal for battering
down citadels and walls, or just tossing aside mooks like bowling pins.
Disadvantages: Supposedly not easily controlled or directed in battle. Abysmal touch AC. A
puzzlingly high Sense Motive skill.
Notable SLAs: Fear, Levitate, and Spider Climb at will.
Final Evaluation: Well, they're certainly good at beating the crap outta things, though I wish
they had more attacks. Though they're titanic bruisers, the hoops you have to jump through to
obtain one makes them not quite worth the trouble - if I'm going to use Implore for a dumb
bruiser, I'd rather have the Ghargatula or a brutish Aspect. Still, there's no way to wade into
battle more stylishly than on a palanquin mounted on a Goristro's head.
Guecubu
CR: 4
HD: 4
How to get it: None by RAW, likely SM V
Role: Manipulator
Fluff: Disembodied abyssal spirits who believe that their serial murders form a pattern that will
reveal the nature of the multiverse. Cruel and merciless, but somewhat weak.
Advantages: Incorporeal and naturally invisible, Guecubu make great scouts. They can also
possess sleeping creatures and use Telekinesis while inhabiting another body, giving them as
much possibility as you can imagine.
Disadvantages: No source of damage outside of Telekinesis. Fairly low HP. Unless you are
careful when commanding it, it might decide to possess you.
Notable SLAs: Telekinesis at will.
Final Evaluation: Supreme infiltrators, Guecubu are useful in a host of non-combat situations.
They're just not that useful in combat. Situational, but quite good in the right situation.
Lilitu
CR: 12
HD: 14
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: The succubus MK II, a Lilitu specializes in the corruption of mortal churches and priests.
They used to be succubi, until a ritual which claims the life of an entire congregation burns their
wings away and transforms them into the hideous mockeries they are now.
Advantages: They get to cast as a 9th level cleric, which is very handy. Great SLAs. A helpful
poison on its tail sting (negative levels and WIS drain). It's not exceptional in combat - but out of
it, the interrogative powers are limitless. Automatic UMD success. They can also imbue a
recipient with a profane +2 bonus to CHA and saves.
Disadvantages: Pitiful damage and a severe weakness to divine magic. Very easily dealt with by
a cleric or druid who sees through her trickery. Extremely high CHA, so it's going to be a long
and bumpy road to Planar Binding. That profane bonus she can impart lets her track you at all
times, so beware retribution.
Notable SLAs: Charm Monster, Fly, Suggestion, Sending, and Disguise Self all at will, plus
Dominate Person, Quickened Suggestion, and Symbol of Persuasion 1/day. Their cleric spells
include beauties like Bestow Curse (helpful if you banned Necromancy), Confusion, Lesser
Planar Binding, and Raise Dead.
Final Evaluation: With a host of spells and SLAs, Lilitu can really shore up your weaknesses in
the casting department. I find them extremely useful when coercing a trapped creature into a
contract - sting them for negative levels, curse them, and dominate them into agreement.
Delightful.
Mane
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Pathetic husks of mortal souls sent to the Abyss, Manes exist only to be tortured, ravaged,
and abused. One of the only things that scares demons is the threat of being demoted and twisted
into a Mane.
Advantages: They do have one extra attack on the Lemure. Plus, they explode in a caustic
damaging mist, which can turn them into walking, dying, exploding flasks of acid.
Disadvantages: Just about everything - crappy HP, AC, and damage.
Notable SLAs: None.
Final Evaluation: A slightly better pick than the Lemure, it's still SM II. Don't expect much.
Molydeus
CR: 19
HD: 19
How to get it: GPB
Role: Overlord
Fluff: The Molydeus is a lord among demons, usually seen to be on an equal standing with the
Balor. Mostly, it spends its time seeking out renegade demons (technically aren't all demons
renegades?) and deserters and exact righteous punishment. Extremely feared by other demons for
its ability to transform them into manes. It is an arrogant spellcaster who attempts to subdue a
Molydeus, as they only suffer orders from the Lords of the Abyss. Tough, tough bind, and the
Molydeus will likely turn on you in an instant.
Advantages: They do more damage than a Balor (though their attack bonus is slightly lower)
and outstrip the other demon in terms of AC and Fast Healing. Fast Healing 30, by the way.
Insane. They get to ignore most forms of damage reduction and have a devastating poison attack
that even affects those who are immune to poison.
Disadvantages: Their SLA selections are underwhelming. With 28 CHA and the +31 Sense
Motive, good luck binding them.
Notable SLAs: Baleful Polymorph, Vampiric Touch, Fear, and Suggestion at will; Dimensional
Lock and Lightning Bolt 7/day, quickened Telekinesis 3/day, and Trap the Soul 1/day.
Final Evaluation: I like the Molydeus. Maybe not necessarily more than the Balor, but it's
certainly comparable. Slightly better in melee, but slightly worse casting. Really, if you manage
to bind either of them, you're golden.
Rutterkin
CR: 3
HD: 5
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Deformed foot soldiers and bestial brutes, Rutterkin understand very little but physical
force and intimidation. They are savage and merciless towards anything they perceive as weaker.
Advantages: Sadly, not a ton to love here. They're much weaker than the fiendish dire wolves of
the same level. The only point in their favor is their automatic grappling reach weapons, but even
those aren't much to get excited about. I suppose they're also reasonably durable.
Disadvantages: Low attack, low damage, and a low grapple modifier make Rutterkins bad at
their primary function.
Notable SLAs: Cause Fear at will (though the Dretch is a level lower and casts a better version).
Final Evaluation: Bad SLAs, no abilities, and a poor showing in melee, which is really the only
thing they can do. Don't linger here. Pass.
Sibriex
CR: 15
HD: 15
How to get it: GPB
Role: Manipulator/Caster
Fluff: These gigantic ugly floating heads (god, the stuff of nightmares) are the living, sentient
spawning pools of the Obyrith, fleshcrafters and insane twisted biologists. They are quite vain
and desire complements of guards to protect and fawn over them. They are highly intelligent and
domineering.
Advantages: Well, they can create and attach fiendish grafts for free! In case you wanted them.
They have a decent host of enchantment-based SLAs, and they can cover enemies in acidic bile.
Disadvantages: Crappy speed and pathetic dexterity, plus they drive everyone around them
insane. Fortunately, it's not as damaging of an insanity as other Obyrith, but it's still a bad idea.
25 CHA makes it hard to bind.
Notable SLAs: Hold Monster, Charm Monster, Major Creation all at will, plus Feeblemind
3/day.
Final Evaluation: I don't personally like them, as they are too given to scheming and betrayal,
especially when their aura of insanity cripples your saves against their charms. Still, free grafts
might appeal to some, and it can hold its own in combat.
Yochlol
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: These are the handmaidens of Lolth, her chosen attendants. They are unparalleled
tricksters and shapeshifters. They're favored daughters of their goddess, and they know it -
they're disdainful and cruel towards all others, demons included. Summoning and binding them
may rub Lolth the wrong way - bad idea.
Advantages: Four distinct forms that offer all sorts of advantages in infiltration. They can turn
into a Stinking Cloud, a beautiful female humanoid, a spider (with Con damaging poison), or
their natural jelly form. Eight attacks a round, plus a nice array of SLAs. CHA bonus to saves
and AC, plus permanent Mind Blank.
Disadvantages: Pathetic damage with their tendrils. Low AC. The aforementioned "Favored of
Lolth" thing.
Notable SLAs: Dominate Person, Stone Shape, Web, and Spider Climb at will.
Final Evaluation: I like them for their potential in disguise, infiltration, and information-
gathering, but step carefully around your DM with them - he may decide to bring the Lolth-
hammer down on you.
Fiend Folio
Alkilith
CR: 10
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute/Caster
Fluff: Disgusting amorphous slime demons, Alkiliths are reviled by most other demons and only
called upon in the direst of situations. They love to defile their surroundings with their own foul
corruption.
Advantages: They do decent damage with their acidic pseudopod attacks, have a sizable
collection of useful SLAs, and they have respectable defenses due to their amorphous nature.
They can transform into a Cloudkill spell, which has its uses. They can command oozes as a free
action.
Disadvantages: Their acidic attacks will melt your treasure! And while the repeating nature of
the damage is nice, it takes a while to really add up.
Notable SLAs: Contagion, Enervation, Stinking Cloud, and Wall of Ice at will, plus Cone of
Cold 3/day.
Final Evaluation: While Alkiliths are capable and have some interesting abilities, they violate
one of the cardinal rules of the game: thou shalt not damage your own potential treasure! Still,
against treasureless enemies, Alkiliths may be a minor boon. Otherwise, keep them out of melee
and let them act as artillery with Cone of Cold.
Blood Fiend
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX
Role: Manipulator
Fluff: Blood Fiends are basically the demon equivalent of vampires. No, not basically - they are
demonic vampires. They're undead. Nearly all of their abilities are vampiric in nature. The only
difference is that instead of namby-pamby hedonistic glistening pretty boys, they are nine feet
tall, have four viciously clawed arms, and have gigantic maws filled with rows upon rows of
razor-sharp teeth. These guys make vampires crap themselves.
Advantages: Decent Domination gaze. They have four attacks that drain levels, and they can
drain Con with their bite attack. Undead traits and Gaseous Form add to survivability.
Disadvantages: For a CR 14 creature, they have a pathetic attack bonus. SLAs are booooring.
Notable SLAs: Extremely stereotypical demon selection - Detect Magic at will, plus Chaos
Hammer, Darkness, and Unholy Blight 3/day, plus Blasphemy and Desecrate 1/day.
Final Evaluation: Blah. I don't want to summon vampires, let alone demonic vampires. They're
handy for their gaze, but that's about it. I get the vampiric theme, but it's just not an effective
pick. Oooh, look, they can turn into Howlers or Nightmares? Well I can summon those already,
and at a much lower level.
Klurichir
CR: 17
HD: 20
How to get it: GPB
Role: Overlord
Fluff: They give balors nightmares supposedly. They're gigantic winged generals and
majordomos for the mightiest Abyssal lords. They don't take no crap. They are brilliant and
visionary tacticians, but they prefer to stand back and let their minions do their work for them.
Convincing one to become your minion will be one hell of a challenge.
Advantages: While they do have a satisfying attack schedule and vorpal stomach pincers (they
make excellent grapplers, but that's kind of wasting their potential), these guys are all about the
spells. In addition to their SLAs, they also cast as a 10th level sorcerer. If you can get some spell
picks swapped around (they apparently prefer evocation/abjuration, but there's no reason why
every Klurichir has to have the same list), that feature can end up quite useful.
Disadvantages: At 23 CHA, they are a difficult bind, but they are easier than a Balor for some
reason. The typical list given for their sorcerer spellcasting is kind of awful - who's casting
Fireball at this point?
Notable SLAs: Greater Dispel Magic, Wall of Fire, Symbol (any), and Unholy Aura at will, plus
Implosion, Destruction, Enervation, Fire Storm, and Slay Living 3/day. Plus sorcerer spellcasting
- typical picks are Dismissal, Ice Storm, Stoneskin, Fireball, Haste, Protection from the
Elements, Protection from Arrows, Melf's Acid Arrow, Endurance, Flaming Sphere, and Magic
Missile.
Final Evaluation: Oddly enough, the Fiendish Codex I bumped their CR down from 25 to 17, so
I don't know if they technically give Balors nightmares anymore. But they can automatically
summon two Balors. You bind a Klurichir, it summons two Balors. A CR 17 creature
summoning two CR 20 creatures seems consummately broken. One of the best binds possible, if
only for that reason. Add in the supremely useful SLAs, and there's no good reason not to give it
a shot.
Maurezhi
CR: 3 (Bah!)
HD: 5
How to get it: None by RAW, likely SM V
Role: Caster/Assassin
Fluff: Demonic versions of ghouls (sensing a theme with the Fiend Folio?), Maurezhi aren't
technically undead. They are however corpse-eaters and shapechangers, taking on the guises of
those that they consume. They exist solely to devour corpses, fulfilling their insidious urges.
Advantages: They can advance by consuming humanoids, which makes them a potential long-
term scaling companion. They have a paralyzing attack. They steal the memories of those they
eat, which can be helpful for infiltration.
Disadvantages: Crappy attack, middling HP, and general poor combat abilities means that the
Maurezhi is basically designed to sit back and create an undead army.
Notable SLAs: Hold Person, Animate Dead, Blur, and Death Knell at will.
Final Evaluation: I don't buy FCI's drastic CR reduction here. I still put Maurezhis around CR
5-6. Animate Dead at will is a handy ability for army generation, and they're no pushovers. I like
their advancement and I like their abilities. They're not very useful as a summon, since they take
ten minutes to eat corpses, but as a lesser bind they're not a bad choice.
Myrmyxicus
CR: 18
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Myrmyxicuses (god what a horrible name to spell repeatedly) are the lords and masters of
the foreboding Abyssal Ocean depths. They carve their own citadels out of bone and coral and
balk at serving any but themselves. Likely, they won't tolerate your harness for long.
Advantages: They do some decent damage with their unholy scythes. They can breathe unholy
vapor that heavily damages good creatures (again, not that useful except in certain campaigns).
Disadvantages: For supposed high-level overlords, they have some pretty lackluster SLA
options. They're aquatic, though as outsiders they don't need to breathe. But still, they're sluggish
when not in water.
Notable SLAs: Charm Person and Telekinesis at will, plus Control Weather, Control Water and
Greater Dispel 3/day.
Final Evaluation: Well, really effective against good creatures with their various unholy
abilities. Unfortunately, they have very little to offer outside of an aquatic campaign. I don't like
'em. Better options for GPB.
Skulvyn
CR: 4
HD: 5
How to get it: SM IV
Role: Brute
Fluff: Bestial predators that roam Abyssal seas in schools looking for lesser beings to prey upon,
Skulvyns are little more than animals. Should be extremely easy to bully or bluff.
Advantages: Well, I like the wounding properties of the tail lashes, as Skulvyns can fire off four
of them a round, and those wounds add up. They're decent in melee for their level. The slow aura
is handy, too.
Disadvantages: Unfortunately, the slow aura has a pitifully low DC. On land, they are extremely
sluggish.
Notable SLAs: None.
Final Evaluation: A niche pick, mostly for aquatic campaigns. As long as you summon them
near your enemies, their slow aura and wounding tail lashes might make for an effective choice,
but my gut instinct is to give 'em a pass.
Wastrilith
CR: 11
HD: 15
How to get it: SM IX
Role: Caster
Fluff: Like Myrmyxicuses, Wastriliths are lords of the seas and waterways of the Abyss. They
seem to be lesser lords, and are likely subservient to their betters. Wastriliths have a nasty habit
of forcing others to serve them, and have developed the ability to deceive summoners easily.
They really like pirates for some reason?
Advantages: Blargh. Not much, especially at this level. Okay SLAs. Decent mobility, even on
land.
Disadvantages: Um. They can immediately break a summon with an opposed Wisdom check. If
you're a wizard summoner, you're absolutely screwed. Even if you're a cleric, they're still not
worth the risk. Crappy melee.
Notable SLAs: Control Water, Blasphemy, Wall of Ice, and Telekinesis at will, plus Symbol
(any) 3/day.
Final Evaluation: No, no, no, no, no, Even without considering anything else, I still balk at the
Break Summoning ability. But pretty much everything else sucks, too. Paaaasss. Pass so hard.
Ghostwalk
Artaaglith
CR: 6
HD: 5
How to get it: SM VI
Role: Caster
Fluff: Servants of Orcus who live to create undead abominations and guide them into battle,
Artaaglith are necromantic clerics extraordinaire. Offer them the opportunity to create undead
armies for their foul master (a dubious act on your part) and they might serve you. Heaven forbid
your purposes and Orcus' align, however.
Advantages: They cast as a 5th level cleric and have a decent array of SLAs. Ghostwalk doesn't
give them a spell list, so their cleric spell choices are potentially up to you. They can actually
turn undead, which can come in handy.
Disadvantages: Disappointing in melee with a rather middling Con score, Artaaglith are really
only useful for their clerical casting.
Notable SLAs: Animate Dead, Cause Fear, and Stinking Cloud 1/day.
Final Evaluation: They're certainly decent for their level, and if you need some clerical backup
or a quick squadron of undead, they're a nice choice. Still, they're not very good at anything else.
In a campaign heavy on undead, they can be quite useful - in other campaigns, they're still
decent, but their strengths aren't being utilized effectively.
Miniatures Handbook
Abyssal Eviscerator
CR: 4
HD: 4
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Surprisingly intelligent (relatively) bruisers who roam in Abyssal warbands, Eviscerators
are large and in charge. So to speak. Actually, you're in charge. Of them. Because they're weak
and kind of dumb.
Advantages: Um. They do damage? They do actually have a decent attack bonus.
Disadvantages: Weak damage for the level (Nashrou are still better), they also have no DR,
hardly any abilities.
Notable SLAs: None.
Final Evaluation: Like the Carnage Demon, they're built for one purpose (combat) and then
aren't very good at that purpose. A boring choice with little to recommend it.
Elder Evils
Golothoma
CR: 16
HD: 18
How to get it: GPB
Role: Brute
Fluff: Golothoma are either minions or byproducts (it's not quite clear, even to experts) of
Sertrous, an ancient serpentine demon lord. They exist only to feed, though they need no
nourishment - they only desire to consume living flesh through their twisted shadows. They are
quite unintelligent, and only speak enough Abyssal to make a hideous mockery of even that
tongue.
Advantages: 8d6 acid damage on a primary attack's not bad (it also persists, doing 4d6 on the
next round), With Dimensional Reach, their secondary attacks can be made within 120' and can
be freely split between melee and ranged at no risk. Quite difficult to kill with loads of HP, Fast
Healing, and high DR. But perhaps their scariest ability is their 1d12 CON drain for any creature
that touches its shadow. As a Supernatural ability, it takes a standard action to activate rather
than being a passive ability, but anything with its reach (15') must save or take the damage.
Ouch.
Disadvantages: The secondary claw attacks are weak, 1d10+13 damage. As with all other
Obyrith, a debilitating madness aura comes along for the ride, but that's what you memorized
Mind Blank for, right?
Notable SLAs: None.
Final Evaluation: No SLAs and a maddening aura make the Golothoma a fairly poor pick for a
bind. They won't do you much good in the long run, either, as by the time you can bind one, the
CON drain isn't much use unless you're using it to take on hoards of mooks. Decent in melee, but
you've got better options.
Carnevus
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Twisted offspring of fiends and lamia, Carnevus are more than your average half-fiend.
They're blessed with supernatural quickness and dexterity, with two sets of arms and two
mouths. They're particularly keen on bloodshed and the devouring of flesh; they're not so in tune
with the hedonism and perversity of other fiends.
Advantages: Holy crap, what a selection. First off: they are truly metamagic masters. They get
an automatic quicken on one spell a round, plus an automatic maximize on every spell they cast.
This makes them casters and artillery extraordinaire. They can cast tenth/eleventh level spells,
technically - a quickened, maximized fireball or ice storm is certainly up there. If you're willing
to hold off on one spell a round, they get an automatic counterspell attempt as a swift action,
making them excellent against other mages. They can hold their own in combat, though honestly
if you put a Carnevus in melee, you're doing it wrong. Consummate magic users with decent
UMD and other magical skills.
Disadvantages: Their HP count is somewhat disappointing, but that's a minor gripe.
Additionally, the save DCs on their SLAs are far from spectacular - don't depend too much on
the full amount. They are heavily front-loaded, too, and run out of spells quickly.
Notable SLAs: A vast array of blasty mage spells, though they're limited to one pick per spell
level and only 3/day for each. 1: Charm Person, Disguise Self, Sleep or Magic Missile. 2:
Invisibility, Acid Arrow, Spider Climb, or Web. 3: Fireball, Lightning Bolt, Vampiric Touch, or
Hold Person. 4: Black Tentacles, Ice Storm, Shadow Conjuration, or Lesser Globe of
Invulnerability.
Final Evaluation: One of the best choices in the Summon Monster line for blasting, with a
sideline in control with Black Tentacles and Web. You can feasibly summon four of them at a
time, each throwing down 96 damage (before Reflex saves or resistances, though). Their
selection of blasting spells is varied enough that you can get around most resistances - you can
freely choose between fire, acid, lightning, force, or cold/bludgeoning damage. I can't
recommend the Carnevus enough. One of, if not my absolute favorite SM VIII. My only caveat
is the low save DCs, but the free maximize helps to mitigate that while offering consistent,
predictable damage. I don't normally recommend blasting, but the Carnevus allows you to throw
down fistfuls of damage while still retaining your own casting. Five stars.
Oculus
CR: 13
HD: 15
How to get it: None by RAW, likely SM IX
Role: Assassin/Manipulator
Fluff: Strange demons that don't quite mesh with either the obyrith or the tanar'ri hierarchies,
Oculus demon are said to be the former servants of the Queen of Chaos. They despise tanar'ri
and refuse to allow themselves to become subservient to any tanar'ri demon lord. However, they
aren't quite obyrith - Oculus demons occupy a strange middle ground in the Abyssal hierarchy.
Use this identity crisis to your advantage. They're also said to enjoy the taste of flesh and the
larva of giant insects.
Advantages: Excellent senses. Extremely mobile - 70 ft. fly speed with perfect maneuverability.
A hefty attack bonus with their unholy longswords. Their eye rays (negative energy and a free
action) are not only quite damaging but extremely debilitating, with status effects ranging from
sickened to panicked to unconscious. A paralyzing gaze, decent SLAs, and the ability to be
healed by negative energy make these an excellent tactical choice, not to mention their excellent
stealth.
Disadvantages: Middling melee damage (especially useless against non-good creatures) and a
frighteningly low Will save. Their paralyzing gaze is at a disappointing DC. Their eye rays are
mind-affecting necromantic fear effects, which gives your foes plenty of ways to obtain
immunity.
Notable SLAs: Greater Arcane Sight, Blindness/Deafness, True Seeing, Vampiric Touch, and
Invisibility at will, plus Chaos Hammer and Mirror Image 3/day.
Final Evaluation: Oculus demons are not only maneuverable and quick, but they can really lay
down the law with their debuffing eye rays. Unparalleled scouts, too: Have them go invisible,
check out your foes' magic auras, and report back to you. I'm a big fan - they can dance around
your enemies while applying crippling status effects. In a pinch, they can be effective in melee
(though that's hardly their strength) or be a combat medic for an undead army with their eye rays.
An excellent choice with plenty of options.
Savage Tide
Belairon (Filth Demon)
CR: 14
HD: 21
How to get it: Maybe SM IX; GPB if you have both Improved Calling and Infernal Bargainer
Role: Brute
Fluff: These torrents of living slime and wretched filth are the cast-off dregs of demonic cities
and societies, corrupting and polluting everything around them out of instinct and dim-witted
barbarism. They do however respect power, and have no heed for their personal safety: "They
willingly fling themselves into danger, selling their lives for the chance to kill."
Advantages: Decent sickening attacks at a good bonus and a formidable Fort DC. The acid
breath weapon is surprisingly powerful - 14d6 is not bad at all, especially when you can
potentially summon two Belairons. They have a super-debuffer aura around them that just
cripples your enemies. Extremely high hit dice for their CR makes them a poor bind, but a
durable summon. Blindsight is consistently great.
Disadvantages: No SLAs to speak of at this level is pretty disappointing. Their damage is
subpar. They have a vulnerability to sonic, but that rarely comes into play.
Notable SLAs: None.
Final Evaluation: The extreme disparity between the HD and the CR makes them a conundrum
in the retrieval department, but I find Filth Demons to be an effective melee choice if only for
their debilitating debuffs and acidic breath. Not worth the bind, though (mainly because most
characters won't be able to) - stick to summoning only, and then only if your DM allows it. But if
he does, summon away - at SM IX, they're excellent choices.
Orlath
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: These twisted mockeries resemble the combination of Demogorgon and a marilith -
snake-like creatures split down the middle into two torsos, each with six arms and a shrieking
baboon's head. They are quite persuasive and can assume other forms, making them expert
infiltrators.
Advantages: How do twelve +1 scimitars with Improved Critical sound? Quite good? I thought
so. The Orlath has a grand total of seventeen attacks per round, all at a respectable bonus. Each
scimitar swing does a point of vile damage, too. Plus, Orlaths have a useful array of SLAs,
focused mainly on enchantment and divination.
Disadvantages: You'll only be doing a maximum of 1d8+8 damage with the scimitars,
unfortunately. They don't have the elemental resistances that tanar'ri do, either, with only a hint
of fire resistance and nothing else.
Notable SLAs: Dispel Magic, Locate Creature, Locate Object, Fly, and Discern Lies at will,
plus Glibness, Move Earth, and Stone Shape 3/day, plus Demand and Greater Scrying 1/day.
Final Evaluation: A veritable whirlwind of crimson spray and steely death, with subtlety and
guile to spare. SLAs that no other demons have, excellent social skills. And at 18 CHA, they're a
cinch to bind. While you can get your hands on better at this point, the Orlath is easy to obtain
and still quite useful. Heartily recommended.
Dragon Magazine
Anzu (Issue #329)
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: These servants of Pazuzu are easily tempted by the allure of magic items. They are more
than willing to serve as mounts and enforcers of powerful mortals, as long as their rewards for
such service include copious amounts of magic items.
Advantages: Masters of Telekinesis. A decent array of SLAs. Six attacks a round, with a poison
bite that is particularly devastating. Extremely mobile with a rapid flight speed. Anzus can really
do it all.
Disadvantages: Their poisonous breath causes WIS damage against anything that occupies their
space, limiting their utility as mounts. A high Sense Motive skill and a CHA of 23 makes
binding them a difficult prospect.
Notable SLAs: Greater Invisility, Displacement, and Telekinesis at will, plus True Seeing,
Project Image, and Greater Magic Fang 3/day.
Final Evaluation: Despite the risks involved with their poisonous breath, the Anzu isn't too bad.
They can do a bit of everything, though they aren't specialized in any particular area.
Dragon Compendium
Elemental Demon (air, ash, earth, fire, ice, and water)
CR: 3, 4, 5, 7, 6, and 4
HD: 5, 6, 8, 9, 10, and 8
How to get it: SM IV, SM V, SM V, SM VI, SM VI, and SM V
Role: Minions
Fluff: These elemental demons are little more than wild Abyssal animals. Only the Ash Demon
has any appreciable intelligence - most of them just revel in their primal, fiendish instincts.
Advantages: As a whole, I find nearly the whole lot of them to be substandard choices. The Air
Demon has a great fly speed and a decent Air Blast, however.
Disadvantages: They're mostly pathetic. The Ash Demon and the Water Demon in particular are
very weak for their CR with questionable abilities. The Fire Demon is a lesser Palrethee (and the
Palrethee isn't very good). The Earth Demon is big, dumb, and not that powerful for a brutish
type. The Ice Demon is a Two-Weapon Fighter with a weak Ice Shard ability - 3d6 damage after
2d6 rounds? Your enemies will be dead by then!
Notable SLAs: None.
Final Evaluation: The Air Demon is a decent choice (but only just) because of its low CR and
aerial mobility - flying summons at low levels are somewhat uncommon. Not a fan of any of the
others. Pass on them - you'll be glad you did.
Devils, Part I
"Before I agree to fight on your behalf, I'm going to need you to sign here.
And here. Initial here. We'll need the form in triplicate, too. Here, let me
prick that finger for you."
- Malaphar, Barbazu Fifth Rank, to a prospective client.
Devils may not have the variety and sheer numbers that demons have, nor do they have the
scheming nature of Yugoloths, but they make up for it with discipline and powerful abilities.
Devils are often your best choice for throwing down in melee, although they have enough
specialized breeds to provide you with a summon for almost any situation. Devils are especially
adept at working together, with many devils getting bonuses for having allies adjacent to them -
with your summoning abilities, that's a very good thing.
Monster Manual I
Barbed
CR: 11
HD: 12
How to get it: SM IX
Role: Brute
Fluff: The Hamatula is a bodyguard and treasure guardian for the devils, loyally and fearlessly
defending their charges. Hamatula are cruel and sadistic, but follow their orders explicitly (like
most devils).
Advantages: They do plenty of damage with their grapple and barbs. Decent SLAs, with a good
amount of variety. Somewhat stealthy.
Disadvantages: Relatively poor damage and attack bonus. Only two attacks? Sad. For a
supposed grappler, too, they have an abysmal grapple modifier. Scorching Rays don't cut it at
this point, either, especially when they can only fire two rays.
Notable SLAs: Scorching Ray, Major Image, and Hold Person at will, plus Order's Wrath and
Unholy Blight 1/day.
Final Evaluation: Bah. I don't think Hamatulas are at all competitive for SM IX. Poor in melee,
poor as casters. A serious disappointment, really.
Bearded
CR: 5
HD: 6
How to get it: SM V
Role: Brute
Fluff: Barbazu are shock troops and infantry legionnaires in infernal armies. In downtime, they
serve as guards and sentries - they're loyal and committed to their duty, which they carry out
with frenzied ferocity. Aggressive and eager to join battle, they're easily deceived to your side.
Advantages: Between your Augment Summoning feat, Deceptive Summons, and their Frenzy,
they're excellent melee combatants. Their wounding glaives are handy against many foes. Low
Sense Motives make them easy to deceive.
Disadvantages: Actually, very little - Barbazu are quite good at what they do, but serve little to
no purpose in a non-combat situation.
Notable SLAs: None.
Final Evaluation: Thumbs up! They're not completely devastating in melee (at this level,
fiendish giant crocodiles are the gold standard), but their intelligence makes them much easier to
use tactically. You know exactly what you're getting with one, but what you're getting is a hell of
a bruiser.
Bone
CR: 9
HD: 10
How to get it: SM VII
Role: Overlord
Fluff: Osyluths are the secret police and informers of the infernal world. They maintain
extensive records on the activities of other devils for potential blackmail and extortion. They hate
all other creatures and don't hesitate to bring their full wrath to bear. Harder to trick than some,
but offer them to chance to destroy hated enemies of the Hells, real or imagined.
Advantages: Ooof! A CR 9 creature at SM VII? Nice deal. A decent attack schedule with a
debilitating poison. A wide array of skills and SLAs, plus a Fear aura. A lot to love here.
Disadvantages: Little to none to speak of. Their melee damage isn't great for this level.
Notable SLAs: Dimensional Anchor, Wall of Ice, Major Image, Fly, and Invisibility, all at will.
Final Evaluation: No reservations here. A great bargain for the level, and a very effective
combatant. While they're capable in melee, they really shine when using their SLAs for tactical
control. Wall of Ice is particularly useful - divide and conquer. A good choice even if it was a
level higher - as is, it's fantastic.
Chain
CR: 6
HD: 8
How to get it: SM VI
Role: Brute
Fluff: Kytons are devilish torturers, specializing in the torment and punishment of living souls.
They are surprisingly human-like, much more so than most other fiends. They are wrapped in
chains and have their own city in the Hells, called the Jangling Hiter. Not especially intelligent,
and they love to cause pain, so should be an easy bargaining process.
Advantages: Oh, Dancing Chains. You make me happy. Four attacks a round, reasonably
devastating. Kytons are fine melee combatants, but Dancing Chains makes them superb. Just
remember, you have to supply the chains yourself. Also, Kytons have a nonexistent Sense
Motive. Immune to cold,. Also Craft (blacksmith) at +17, just in case you have to give some
metalwork a cursory glance for some bizarre reason.
Disadvantages: If you don't bring those chains, kytons drop in usefulness by quite a bit. Really
kind of one-hit wonders. I really wish they had Combat Reflexes or Improved Trip.
Notable SLAs: None.
Final Evaluation: Not the most damaging melee choice around, their chains nonetheless give
you reach and control over a battlefield. A bit one-dimensional, but still a good idea overall.
Erinyes
CR: 8
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Erinyes are the remnants of angels who fell, retaining their basic form but in a foul
reversal. They are infernal succubi, basically, the concubines, scouts, and ranged combatants of
the Hells. Slightly more charming than most devils, but they're expendable and often vulnerable
in the hellish hierarchy, so a chance to get out of Dodge for a few days might appeal to them.
Advantages: A decent fly speed combined with their flaming composite longbows makes them
effective ranged combatants, as they can flit above the fray and pick off enemies with ease. Their
Entangle ability might find use if you want to drop an enemy from a great height. Permanent
True Seeing. I also fully support any creature with Charm Monster at will!
Disadvantages: If they get stuck in melee, they're nowhere near as effective. Very few SLAs,
though the ones they get are useful.
Notable SLAs: Charm Monster, Minor Image, and Unholy Blight at will.
Final Evaluation: As I've mentioned with the Arrow Demon, ranged combatants are rare in the
SM line, so anything you can get is not a bad idea - but the Arrow Demon is also strictly better at
its job than the Erinyes, with four more attacks a round with higher damage. But the Erinyes has
mobility and flight, which may be more tempting to you.
Hellcat
CR: 7
HD: 8
How to get it: SM VIII
Role: Brute/Assassin
Fluff: Naturally invisible, bezekira enjoy lying in ambush to either tear mortals apart or convince
them to do evil deeds - they enjoy playing games of wits, which may be their saving grace when
you summon them. Riddles and philosophical discussions with the invisible fiendish lion? Why
not?
Advantages: Natural invisibility's about it. Scouting duty, perhaps?
Disadvantages: Terrible melee attack bonus and damage for a supposed melee creature. Awful
grapple, low HP. Not at all a competitive summon.
Notable SLAs: None.
Final Evaluation: First things first: boo on the SM/CR split here - SM VIII gets you a CR 7
creature? That's crap. Why use this when the fiendish dire tiger at the same level is better in
practically every way? Pass, pass, pass.
Horned
CR: 15
HD: 16
How to get it: GPB
Role: Overlord
Fluff: Cornugons are elite forces in infernal armies and lordly retinues, standing tall and
powerful. They tower over other devils, and instill even the hardiest denizen of the Hells with
terror and grudging respect. They rarely retreat from a battle, preferring to whirl their spiked
chains around to cause as much devastation as possible. Lure them in with the promise of unholy
frenzy and limb-rending opportunities.
Advantages: Their spiked chains make them excellent controllers, given that they have a
respectable attack bonus and can stun with every hit (DC 29 to negate!). They can quite literally
tear things apart in melee, both your opponents and their weapons with their wounding tails and
Improved Sunder. A diverse array of skills, a handful of SLAs and a fear aura make it
multipurpose, too.
Disadvantages: Not very mobile, though they can fly. Their SLAs fall into two categories,
mainly: various anti-good and anti-chaos spells, which you won't find all that useful, and blasting
spells, which is good for you since you banned Evocation (or, at least, you should have), but
they're not great spells to begin with. The fear aura has a limited radius. Formidable Sense
Motive and CHA scores.
Notable SLAs: Persistent Image at will, plus Fireball and Lightning Bolt 3/day.
Final Evaluation: Unholy reavers in melee, horned devils are nevertheless somewhat poor
outside of their milieu, though they can create a rather respectable fireworks show. But they're
just one HD over Planar Binding, which makes me curse and rue them, as by them time you can
bind them, you might also be able to grab a Balor or a Molydeus instead.
Ice
CR: 13
HD: 14
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Gelugons are a breed apart amongst devils, refusing to associate with other devils beyond
strict command structure - they have one distinct role in the infernal hierarchy, and they serve it
with relentless loyalty and almost no deviation. They are commanders of legions and troops of
lesser devils, but are capable of summoning a feral bloodlust for battle when needed or found
alone. Likely to chafe under your control.
Advantages: Fantastic summons, first off. Wicked melee damage, plus the numbing cold from
their attacks slows your foes. 10' reach and Combat Reflexes. They make excellent controllers
and blasters with their ice spells, and can project a nasty fear aura. They get any three knowledge
skills, too, so shore up a few weaknesses in your book-learning. Durable, quick, and just plain
nasty.
Disadvantages: Against foes with cold resistance, they quickly become much less useful in the
blasting department. Not much else - Gelugons have few chinks in their chitinous armor.
Notable SLAs: Cone of Cold, Ice Storm, and Wall of Ice at will!
Final Evaluation: One of the very few summons that might make me consider spending a level
nine spell, the Gelugon can give you rounds and rounds of divisive control, debilitating melee,
and tactical flexibility. I prefer to bind them, as I enjoy them enough to want to keep them
around longer.
Imp
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion/Assassin
Fluff: Like quasits, imps are tiny fiendish creatures usually used as familiars by unscrupulous
wizards. On their home plane, they are messengers, spies and schemers, abused by most
everything above them in the Hells' chain of command. Notoriously fawning and servile - just
show them how much more powerful you are than them.
Advantages: Good stealth and mobility as well as decent ranks in other skills. A DEX-draining
poison, Fast Healing, and an alternate form ability make it a better combatant than it looks, but
not by much.
Disadvantages: Weak damage, even in their alternate forms. Clearly not a combat choice.
Notable SLAs: Detect Magic, Detect Invisibility at will, Suggestion 1/day.
Final Evaluation: Good familiars, but not great summons. Poor in combat, but useful in more
subtle ways. Not as good when they're only around for a round/CL.
Lemure
CR: 1
HD: 2
How to get it: SM II
Role: Minion
Fluff: Lemures are mindless shells, the forms that evil mortal souls take on when they first arrive
in the Hells. They have no capacity for communication or control, only possessing a primal
desire to tear anything they encounter apart. No need to bargain - just command.
Advantages: Decent low-level tanks with their DR.
Disadvantages: Just about everything here - they're mindless, hard to control, not at all
damaging, and have no abilities. But then, this is SM II - what did you expect?
Notable SLAs: None.
Final Evaluation: Well, if you're really in the mood to have a lump of agonized flesh hanging
around to mob your enemies and maybe take a few hits for you, by all means. But they're not
going to be doing anything else.
Pit Fiend
CR: 20
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Pit fiends are the infernal elite, second only to the Dukes and Princes of Hell. They are
true paragons of evil power, being both cunning, strong, and influential. A Pit Fiend is a difficult
creature to bind into service - not only will they likely resist your efforts, but they will make you
pay dearly for the audacity. Tread carefully.
Advantages: Just straight-up brutal in melee, with a disease-inducing bite that also includes a
poison with the secondary effect of death. They're also excellent casters, having a wide variety of
abilities that let you carpet bomb your enemies or go at them with a bit more guile.
Disadvantages: Just as difficult to bind as a Balor, but poorer selection in the casting
department. Wish is problematic - any DM worth his salt either won't let you use it (oh, this Pit
Fiend already used his yearly allowance) or he will twist your Wish so hard the room will spin.
Don't get cheesy - just don't use Wish.
Notable SLAs: Create Undead, Fireball, Mass Hold Monster, Persistent Image, and Power Word
Stun at will, plus Meteor Swarm 1/day.
Final Evaluation: What's not to love here? Like most of the upper-level binds, the Pit Fiend will
basically just mess up everything around you. Still, I prefer the Balor because they have slightly
better SLAs. But the Pit Fiend is nothing to sneer at - they're just as capable in melee, and they
can just kill you with their festering bites.
Monster Manual II
Advespa
CR: 3
HD: 4
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: Advespas are flying scouts in the Hells, confining themselves strictly to their hierarchies.
They can assume pleasing female humanoid shapes, and often do so to entrap mortals.
Nevertheless, they're not exceptionally bright or sly, and can easily be duped.
Advantages: A large flyer with four attacks on a full attack and Flyby Attack is a great deal for
the level. They also have a decent poison and some niche SLA picks. Regeneration, high HP, and
DR also make them rather durable.
Disadvantages: Actually, not a whole lot - the advespa has a lot going for it. Low skills, I
suppose.
Notable SLAs: Alter Self, Pyrotechnics, Produce Flame, and Command 3/day.
Final Evaluation: I quite like them - they're powerful, mobile melee combatants and they have
enough SLA options available to them to be effective in other ways. Even without their other
abilities, I'd summon them just for their combat prowess. A stellar choice.
Marrash
CR: 5
HD: 7
How to get it: None by RAW, likely SM V
Role: Assassin
Fluff: Marrashi are winged gnoll-like creatures from the Hells that thrive on spreading disease
and filth. They attempt to not only kill their summoners, but to turn them into more marrashi
with their taklif arrows. Beware!
Advantages: An excellent fly speed and decent ranged attack make them good with hit-and-run
tactics.
Disadvantages: Disease is not how you want to deal with your enemies, and the marrash does
rather disappointing damage with its attacks, so they're not likely to end up killing anything.
Notable SLAs: Protection from Arrows at will.
Final Evaluation: They're mobile, and that's about it. They won't be heavy hitters, nor do they
have the artillery powers of an Erinyes or an Arrow Demon. Give them a pass.
Monster Manual V
Gulthir
CR: 6
HD: 6
How to get it: SM VI
Role: Manipulator
Fluff: Gulthirs are at once police and punishment in the hellish hierarchy. Higher devils are
transformed (painfully) into gulthirs when they displease their masters, and so most gulthirs are
desperate to regain their favor. They, in turn, can inflict torment on other devils by devouring
and digesting them. Their loyal nature may make them an easy fiend to enslave.
Advantages: A rather interesting Swallow Whole ability - when facing evil outsiders, they can
be digested, adding temporary HP and save bonuses to the gulthir. Against all others, it's a
Dominate Monster with no initial save, though such minions are granted save attempts on
subsequent rounds. Plus, you can't cut your way out of its gizzard, as no matter what as soon as
you're swallowed, you're a mental slave. SLAs that complement its main ability - lower STR
means a lower grapple!
Disadvantages: Given that you want to grapple foes with the Gulthir, they have a rather low
grapple score. They only get one attack a round, though the one's really all you need if your foe
is next on the menu.
Notable SLAs: Ray of Enfeeblement and Scare 5/day.
Final Evaluation: Interesting, at least tactically, the gulthir is a great tool against other evil
outsiders, and a potentially encounter-turning Dominate factory (albeit a slimy one). I like them,
but they're a rather specialized tool. Their HD total makes them ideal LPBs, though.
Remmanon
CR: 15
HD: 18
How to get it: GPB
Role: Manipulator
Fluff: The exceptionally arrogant Remmanon thrive on sowing discord and doubt amongst
mortals, particularly enjoying tempting them into acts of jealousy and greed. They enjoy feigning
servitude, even offering contracts when not bound by a magic circle. Likely to betray you at the
first possible opportunity, or trick you into signing away your soul. Beware.
Advantages: The Insidious Aura is nice - it confuses only your opponents, and you get bonuses
to hit the affected creatures. They could be a party taxi with Plane Shift.
Disadvantages: That's basically all the Remmanon has going for it - a rather pathetic array of
options at this level. Pathetic damage and one attack a round. They have a fly speed, but it's quite
slow.
Notable SLAs: Mostly teleportation abilities, though you do get Disguise Self.
Final Evaluation: No. Just no. A GPB should not be wasted upon a walking Confusion aura. It
should be used upon unholy terrors like a Balor or a Pit Fiend. Not some scheming emo with a
pretentious attitude and missing genitalia. It's not that they're total crap, it's just that compared to
your other options, they're about as attractive as a filthy Honey Bucket baking in the desert heat.
Stitched Devil
CR: 9
HD: 8
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: These twisted, misshapen forms are stitched together by night hags out of the carcasses of
fallen devils. Their lives are pure pain, and they inflict this agony upon others. But they don't
quite know whom to blame for their torment, and you can twist that ignorance to your confusion.
Promises of relief, mercy, or even affection (though feel free to make them as empty as you like)
will make them fawn over you, like hideous hellish lapdogs.
Advantages: Five attacks a round with a pain aura that causes an extra d6 of damage from any
and all sources make them effective at helping your party rack up some damage. Helpful, if
limited, SLAs. Oddly enough, decent trackers too.
Disadvantages: Neither their attacks nor their aura is particularly damaging, making them work
well only with multiple iterative attacks or a host of individual sources. Not much to do outside
of hacking away in melee, either.
Notable SLAs: Phantasmal Killer and Dispel Magic 1/day.
Final Evaluation: I don't find them to be very helpful, as you have much better melee options
available to you at this point. Sure, the pain aura can certainly add up over time, but so can a
Rogue's sneak attack, and people still crap all over the class. And like the Rogue, the Stitched
Devils should be avoided at all costs and replaced with a more effective choice. Like a Vrock. Or
a Factotum.
Fiendish Codex II
Abishai (white, black, green, blue, and red)
CR: 4, 5, 6, 7, 8
HD: 4, 5, 6, 7, 8
How to get it: Lawful evil caster required for all: SM IV (replaces fiendish giant wasp); SM V
(replaces bearded devil); SM VI (replaces chain devil); SM VII (replaces bone devil); and none
by RAW, but likely SM VIII (likely replacing hellcat)
Role: Overlord
Fluff: Abishai are gargoyle-like devils ferociously loyal to their divine creator, Tiamat. They are
arrogant and love to trick and cajole mortals into contracts that lead them to eternal torment and
suffering at their own hands. Claiming to serve Tiamat's interests or that of powerful chromatic
dragons may make them your willing pawns.
Advantages: Hooray, Wrack! Four out of five have it, and it's basically a save-or-lose - the
target is disabled for 1 round/CL. Abishai have plenty of options available to them - they're
decent in melee with four attacks and an assortment of elemental damage, are mobile and
durable, and come with some helpful magic items.
Disadvantages: They do suffer from a lack of definition, not being particularly effective in any
one arena. They don't do tons of damage, nor are they particular quick or blessed with HP.
Notable SLAs: The actual abilities and uses differ from Abishai to Abishai, but mostly include
Charm Person, Suggestion, Scare, Charm Monster, and Wrack.
Final Evaluation: A good option in many situations, Abishai are almost worth it for Wrack
alone. Other summons do their jobs better, but few of them can match the Abishai for versatility.
Amnizu
CR: 7
HD: 9
How to get it: SM VI as a LE caster (replaces xill)
Role: Caster
Fluff: Amnizu are consummate bureaucrats and the guardians of portals and gates in the Hells.
They are vile and hedonistic, but also relentless in their duty and quite cunning. They do have
massive egos, however, and are easily flattered - pander to their inflated sense of self worth, and
they might deign to "serve" you. They do resent taking orders, though, and often seek revenge.
Advantages: Quickened fireballs? A stupefying touch? Delightful! Amnizu can roast your foes
like few other summons can, and are deliciously effective with their Int drain. Low-INT enemies
can be drained into a coma almost instantly, while classes that depend on the stat will suffer
immensely from the loss. Regeneration, too.
Disadvantages: Somewhat fragile, and their artillery quickly runs out. Fireball is a somewhat
less-than-stellar spell and the save DC is a bit low, but it's free.
Notable SLAs: Quickened Fireball 3/day.
Final Evaluation: Hands down, one of my favorite summons. I shouldn't even have to go into
detail as to why - the amnizu is a mobile artillery platform that remains very useful even after its
ammunition is depleted. A level six spell that nets you a grand total of 60d6 fire damage (albeit
across three rounds), and can drain your enemies' intellects dry is a spell worth keeping around.
Assassin Devil
CR: 11
HD: 14
How to get it: None by RAW, likely SM IX
Role: Assassin (duh)
Fluff: Gee, would you believe that they're assassins? No, seriously. When a devil needs
something dead and it can't be caught doing the deed itself, they hire the Dogai. They're used
against mortals most often, however, infiltrating societies and seeking out threats to the Hells
both realized and potential. They are independent outcasts, however, and some may chafe against
the ordered nature of their home. Use that to your advantage.
Advantages: You'll never see one coming - they can gain greater invisibility (as a swift action,
but only for one round each time) or partial concealment at will, plus they have Fog Cloud as an
SLA with 60' Blindsight. Phenomenal stealth and mobility, plus three good attacks with 5d6
sneak attack damage each. Spring Attack, to boot.
Disadvantages: High Sense Motive. Devilishly susceptible to non-visual detection methods -
blindsight, mindsight, etc., shut down their stealth pretty hardcore. Damage is a little lacking,
though sneak attacks make up for that.
Notable SLAs: Fog Cloud, Nondetection, and Tongues at will - Dimension Door if you bind.
Final Evaluation: Killer ninja. While the Kelvezu has higher sneak attack damage and more
attacks, the assassin devil has a better attack bonus and blindsight. A beautiful choice in
conjunction with fog and cloud spells, as they're just as effective while your foes are crippled and
vulnerable unless they have blindsight too (though let’s be honest, by this level everything you
face should have a way around that). More reliable in combat than your other rogue-likes, but
likely the one with the least potential at this level. Kelvezus are capable of much more damage,
and the Naztharune has better rogueish abilities.
Ayperobos Swarm
CR: 12
HD: 13
How to get it: None by RAW, likely SM IX
Role: Manipulator
Fluff: These tiny devils form locust-like swarms in the Hells and love to devour and rend flesh
whenever they come across anything weaker than them. They especially despise other devils.
Quite used to being downtrodden and therefore likely easily bound.
Advantages: Their Control Body is an interesting ability - they get to possess a distracted
creature until they make a save to expel them. They can be effective controllers, sowing mayhem
on the battlefiend.
Disadvantages: Unlike the Broodswarm, Ayperobos do not have Evasion and have low HP,
making them very vulnerable to area attacks. They do very little damage, too, and disease is a
terrible method of harming a foe. It's somewhat unclear whether or not their Control Body ability
can affect multiple creatures at once.
Notable SLAs: None.
Final Evaluation: I don't think a swarm is going to cut it at this level. They might find use in
distracting spellcasters, but they're mostly weak and far from your best option.
Harvester Devil
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Manipulator
Fluff: The scheming, soul-buying devils of Faustian legend, Falxugon are cunning, intelligent,
and thrive on deceiving and seducing mortals. They disdain combat, only joining the fray when
all other options are closed to them. Learn to B.S. a B.S.-er.
Advantages: Their Infernal Debt and Refuge of the Damned abilities can make for an interesting
debuffer, one who taunts foes mercilessly until they try and attack it, and then stabs them with
their lethargy-inducing blades. Falxugons also have excellent social skills (though surprisingly
not much Sense Motive), letting them act as negotiators and infiltrators for you.
Disadvantages: They're weak, they do pitiful damage, and they have very few abilities in
combat. You want your opponents to attack your summons, so if you're using these as
combatants you're kind of missing the point by a country mile.
Notable SLAs: Disguise Self at will, Vampiric Touch and Dispel Magic 3/day, and Mirror
Image 1/day.
Final Evaluation: They're a niche pick, only useful for infiltration and seduction missions. They
can be effective debuffers, but it's generally far too inefficient and convoluted to do so. Stick to
heavy hitters unless you really need some guile on your side.
Kalabon
CR: 1/2
HD: 1
How to get it: SM III as a LE caster (replaces fiendish ape)
Role: Minion
Fluff: These cancerous lumps of sodden flesh are spewed up from the remains of the Hag
Countess. They are foul, barely intelligent creatures that nevertheless grow stronger and form
oozing colonies when amassed. Easily controlled by the promise of relief from their psychic
agony.
Advantages: Surprisingly damaging for a CR 1/2 summon, Kalabons also can sicken enemies
around them. Multiple Kalabons can form larger, more damaging creatures. Fast Healing, too.
Immune to acid.
Disadvantages: They pop like infernal pimples against the tiniest pinprick. No resistance to fire,
either, so they're easily taken out by area attacks.
Notable SLAs: None.
Final Evaluation: Blech. A CR 1/2 creature from SM III? I cry foul. But they're clearly better
than lemures, so I can understand the disparity. Still, I'd rule that these are summonable at SM II
or even I, but RAW is not on my side here. The lower you can get them, the better they are - at
III, they're not comparable to a Dretch or a Nashrou. As it is, I certainly wouldn't replace the ape
with them.
Legion Devil
CR: 3
HD: 3
How to get it: None by RAW, likely SM IV
Role: Minion
Fluff: Highly organized and disciplined, Merregons are the rank-and-file infantry of hellish
armies. They do things by the book and take orders extremely well. Act like a drill sergeant and
they'll fall in line instantly.
Advantages: While an individual Merregon is nothing to write home about, they become
exponentially better when grouped. They can't die unless the HP pool of all of them is depleted.
If hit with an area effect or multiple target spell, all within 100' get to use the highest save in the
group as their result (and good luck targeting one with mind-affecting spells, because they all get
to try and save no matter which one was targeted). They get attack bonuses when grouped, too -
+4 for each other Merregon within 60'.
Disadvantages: Their damage, unfortunately, doesn't improve in the proximity of others.
Depending on your DM, you might not be able to use their Legion's Advance ability (while it is
teleportation, it's a Su ability and not a [teleportation] spell - I personally wouldn't allow it as a
summon, but some DMs might think differently). Legion's Mind has a drawback, too - if none of
the devils make the save against a single target charm, they're all affected.
Notable SLAs: None.
Final Evaluation: Beautiful en masse, the Merregon is a tactical wonder. Individually, they're
nothing to marvel over, but between your augmentation abilities and higher level slots, you can
instantly create your own personal, brutally efficient army. Great at tanking and can form a
veritable wall of swords.
Malebranche
CR: 14
HD: 16
How to get it: None by RAW, maybe SM IX
Role: Brute
Fluff: These dim-witted devils exist solely for brute force and shock troop tactics - they are
beaten and bullied until they are completely obedient. "They exhibit an almost servile
willingness to do whatever it is they are ordered to do, even if doing so means humiliation or
death." Other devils sometimes use them as mounts. Total bootlickers.
Advantages: So, remember when I said that the Verakia was a melee monster? Well, the
Malebranche gives them some heavy competition. They don't have as many options - they just
attack, attack, and attack. But they do phenomenal amounts of damage at a good bonus. Huge
with a good grapple score and an extremely fast fly speed (plus Flyby Attack). High DR,
regeneration, and HP.
Disadvantages: Other than their fear aura (not very impressive), fighting is the only thing the
Malebranche can do. Very low touch AC.
Notable SLAs: None.
Final Evaluation: Charge in, demolish things with your ranseur, end of combat. That's the
Malebranche way - simple, brutal, and effective. If you can summon them, they'll have the
highest damage potential in the SM IX line.
Narzugon
CR: 5
HD: 7
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Infernal cavalry, Narzugons ride into battle on nightmares. Unlike most devils, they
dislike treachery and scheming, and are forthright, brave, and fearlessly loyal. These honorable
warriors are probably the least likely to turn on you or betray you - they're noble, even tragic
figures who might find some redemption in your service.
Advantages: If you're looking for some mounted warriors, they're good choices. They do
respectable damage with their lances in a charge and can tank fairly well with high DR for their
level and decent AC.
Disadvantages: Major issue: they don't come with a mount. So you have two choices: they can
cast mount, which just gives them a generic horse, or you can use another spell slot to summon a
Nightmare, which makes them basically badass. Their baleful gaze has a rather low DC.
Notable SLAs: Scorching Ray at will (just one ray, though) and Mount 3/day.
Final Evaluation: If you need to call in the cavalry, the Narzugon is a decent choice. Of course,
you really only have two options: this or the Armanite. I prefer the Armanite because they are
their own mounts, but the Narzugon has all the right feats for mounted combat while the
Armanite does not. They're also a level or two lower, depending. A Narzugon on a Nightmare is
a potent combination, though: charge in, breathe smoke to gain concealment, then retreat out to
charge again.
Devils, Part II
"I've been in thirty-two separate engagements in the Blood War since I joined
my current legion alone. I command troops of devils with more willpower in
their left horn than you have in your entire body. I will not be your puppet,
mageling."
- Orobas, Gelugon Second Rank, in response to a calling.
Orthon
CR: 8
HD: 7
How to get it: SM VIII as a LE caster (replaces hellcat)
Role: Brute
Fluff: Foot soldiers specializing in combating demons, Orthons are creatures wracked by
constant pain whose only aim is to die for the glory of the Hells. Combat is the only thing that
relieves their agony - offer them enough respite from their constantly grinding armored plates,
and they may serve willingly.
Advantages: They act as a permanent, no-save Dimensional Anchor spell, which can be nice
against teleportation-prone foes. They have good reach with their weapons, and can attack within
it too. They have hellfire crossbows, in case you need to pepper some faraway foes (up to 400').
High CON and therefore HP.
Disadvantages: At this level, their attack bonus and damage potentials are fairly pathetic,
though multiple Orthons in tandem can help to boost that. Slow, low DR, and barely-passable
AC.
Notable SLAs: See Invisibility at will.
Final Evaluation: While they're an easy pick over the Hellcat, I still can't recommend the
Orthons with any degree of confidence. They just don't hold up well. Still, if you keep a foe from
bamfing away, they can help in that regard.
Paeliryon
CR: 18
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Paeliryons are the masters of fiendish spy networks, information brokers and blackmailers
extraordinaire. They are, however, oddly trustworthy - they always keep their word. If you can
convince one to serve you, use such reliability to your advantage.
Advantages: Just a host of powerful SLAs, Paeliryons are also surrounded by a perpetual Mind
Fog. They can emit a stunning cone of curses with their Belittle ability. With their extending
claws, they can easily hover outside an enemy's reach and chip away at their Charisma. Great
skills - lots of social and knowledge-based ones, though Knowledge (local) is likely the only one
they have that you don't. Unless you're a cleric entry, in which case (arcana) might be handy.
Disadvantages: Nowhere near as buff in melee as a Pit Fiend or a Balor. Fairly clumsy, too.
Notable SLAs: Greater Dispel Magic, Meteor Swarm, Hold Monster, Charm Monster,
Suggestion, Major Image, Mindblank, and Polymorph at will, plus Enervation, Antilife Shell,
Greater Command, and Greater Prying Eyes 3/day.
Final Evaluation: If you're looking for a caster supreme, look no further than the Paeliryon.
While still being a notch below the Balor, they're easier to bind, less likely to seek bloody
revenge on you (at least immediately), and have a wider array of at-will SLAs. Better casters, but
not a better bind overall.
Pain Devil
CR: 7
HD: 8
How to get it: SM VI as a LE caster (replaces chain devil)
Role: Brute/Manipulator
Fluff: Like the Kyton, the Excruciarch is a devil specializing in agonizing torture. They are
extremely sadistic (moreso than most devils) and enjoy snuffing out the last bits of hope. Likely
they'll serve you just for the fun of it.
Advantages: Decent damage with their spiked chains, their attacks can also cause living foes to
lose move actions. They do damage just by being next to things, albeit a very small amount.
Sadism lets them buff themselves by dealing damage. Wave of Grief is a handy debuff, plus they
can heal.
Disadvantages: Storm of Pain is a crappy ability. Subpar damage and AC.
Notable SLAs: Vampiric Touch at will, plus Wave of Grief and Cure Moderate Wounds 3/day
Final Evaluation: An interesting choice, to be sure - discounting the Kyton's Dancing Chains
ability, I think the Pain Devil is clearly the better pick. Even with Dancing Chains, I'd still take
the Pain Devil - they're more consistent, hit more often, and do more damage. They are one of
the only evil summons with healing as an SLA, which might come in handy if you're lacking in
that department.
Pleasure Devil
CR: 11
HD: 12
How to get it: SM IX as a LE caster (replaces fiendish dire shark)
Role: Manipulator/Caster
Fluff: Super-Erinyes, the Brachina is an extremely seductive devil who specializes in corrupting
the virtuous and the devout. They are just as involved with the petty scheming and jockeying for
position as most devils are, but they spend more time attempting to tempt mortals on the Material
Plane. If you can resist their charms, they'll serve you well - just be wary of their honeyed words.
Advantages: A healthy host of beguiling SLAs, plus the option to actually Beguile a foe and
make them take a round's worth of actions under your control, both wasting their turn and using
it to your advantage. They have a WIS-damaging poison, which might be handy against a few
foes. Plenty of scheming social skills and obscure knowledge.
Disadvantages: Pretty awful in melee. You're unlikely to get much use out of some of their
SLAs - Morality Undone won't really help you unless you've got a particular grudge against an
arrogant paladin, and it's still almost definitely an evil act.
Notable SLAs: Charm Monster, Vampiric Touch, Morality Undone, Polymorph, Enthrall,
Suggestion, and Produce Flame at will, plus Trap the Soul 1/day.
Final Evaluation: You shouldn't have any second thoughts about replacing the fiendish dire
shark - the Brachina is a fine substitute. While I'd give the edge to the Lilitu in this niche by
virtue of its clerical spellcasting and superior poison, the Brachina has its merits.
Spined Devil
CR: 4
HD: 3
How to get it: SM IV as a LE caster (replaces fiendish giant wasp)
Role: Assassin
Fluff: Small, sneaky, and cruel, the Spinagon is an ideal spy or scout for many greater devils.
They are notoriously dim and as such are easily tricked into service. They're unreliable scouts,
however, as they have trouble remembering details and messages.
Advantages: Oh so quick. 120' fly speed, 25 Dex, and 24 AC are great at this low of a level.
Stealthy, too. Their spine attacks are excellent as a debuff - they reduce AC and speed, making
your foes less likely to resist your attacks or close to melee range.
Disadvantages: Mildly fragile, Spinagons are also pitiful damage sources. Easily grappled -
don't let them get caught, or they're dead meat.
Notable SLAs: Disguise Self and Produce Flame 3/day, plus Stinking Cloud 1/day.
Final Evaluation: Spinagons are ideal harriers and debuffers - they can get into position with
great speed, lay down a carpet of pain-inducing spines, and retreat and repeat. They won't be
killing anything for you, but they'll certainly help you and your party take care of it.
Steel Devil
CR: 6
HD: 6
How to get it: SM VII as a LE caster (replaces fiendish megaraptor)
Role: Brute
Fluff: Consummate soldiers, Bueroza are keenly loyal to their own kind but possess marked
disdain for other devils, especially Orthons. They fight with cunning and a highly tactical
mindset, excelling against spellcasters and other magic-using foes.
Advantages: They can Chant and potentially disrupt spellcasting. They improve significantly
when working with other Bueroza - +2 damage, +2 BAB, and +2 on all saves for every other one
adjacent to them, making them quite good in tight formations. Their Push ability might be useful,
allowing you to knock an enemy into hazards or pitfalls. High AC.
Disadvantages: In melee, they're really just so-so without the benefit of numbers. Poor BAB,
middling damage. Slow, too. Any decently optimized caster should make the Concentration
check vs. Chant unless you have a veritable platoon of Bueroza chanting.
Notable SLAs: Greater Command, Haste (self only), and Scare at will.
Final Evaluation: With their AC and Combat Expertise, Bueroza can be effective as a screen,
drawing the enemy's futile flailing. But they're rarely going to be melee powerhouses, and I don't
find their abilities to be all that helpful. Still, better than the fiendish megaraptor. Wish they were
summonable at SM VI - then they'd be more useful.
Xerfilstyx
CR: 15
HD: 15
How to get it: GPB
Role: Overlord
Fluff: Irrevocably insane, driven mad by constantly swimming in the waters of the Styx,
Xerfilstyx are likely the most chaotic lawful evil creatures around. They really only care for the
destruction of others and to drink in fragments of memories and loss. Supposedly there is method
in their madness, but it's not very apparent exactly what that method is.
Advantages: Five attacks per round, with Improved Grab and a blood-draining grapple. A host
of useful SLAs - whether you need control, debuffing, or damage, they can supply it. A
formidable breath weapon that deals 15d8 untyped damage and diminishes Intelligence. A fear
aura that's actually halfway decent. Especially effective in aquatic locales, it is still quick on land
and even in the air. No Sense Motive to speak of, so easier to trick into a bind.
Disadvantages: Those attacks do awful damage. The breath weapon needs to be recharged
through CON drain, so you have to maintain a grapple if you want to use it with any regularity.
Toss would be useful if the direction and distance weren't completely random - as it is, you're
just flinging someone helter-skelter, which may end up doing more harm than good.
Notable SLAs: Confusion, Dispel Magic, Hold Person, and Wall of Ice at will, plus Cone of
Cold, Ice Storm, and Legend Lore 3/day, plus Insanity and Power Word Blind 1/day.
Final Evaluation: An interesting choice for a GPB, the Xerfilstyx has a lot going for it.
However, its near-complete lack of damage potential in melee makes me balk, preferring to
choose something that has both great SLAs and the ability to rip things to shreds. A good choice
in an aquatic campaign, though.
Fiend Folio
Imp; bloodbag, euphoric, and filth
CR: 3, 3, 2
HD: 4, 4, 2
How to get it: SM IV
Role: Minion
Fluff: Mostly just like imps, but with certain specializations - bloodbag imps are combat medics,
euphoric imps are recreational drug users and small-time alchemists, and filth imps are expert
forgers and translators who nonetheless reek like nobody's business.
Advantages: Mostly the same as imps, they have a few distinct advantages: bloodbag imps can
be effective out-of-combat medics with Transfusion and +16 Heal, though sucking out the blood
seems... distasteful, to say the least. Euphoric imps can daze their foes with hallucinogenic slime,
and filth imps can emit stinking clouds.
Disadvantages: As the imps, really. The bloodbag imp is slightly slower than standard, while
the filth imp is more fragile.
Notable SLAs: Bloodbag: Vampiric Touch 1/day; Euphoric: Major Image 1/day; Filth: Stinking
Cloud 1/day.
Final Evaluation: The filth imp is useless. The euphoric imp can produce illusions, which are
nice. But the only one I recommend using, and even then only as a healing battery, is the
bloodbag imp. If you can get over the whole 'I have to drink its blood to heal myself' thing,
they're walking, talking medpaks.
Maelephant
CR: 8
HD: 10
How to get it: SM VIII
Role: Caster/Manipulator
Fluff: These fiendish elephant-like creatures were created by long-deposed baatezu lords to
protect vaults and treasures. They now roam the Lower Planes, looking for enough flesh to
sustain their hunger. If you provide one with enough food, they'll willingly serve you.
Advantages: Good SLAs and a delightful breath weapon - it gives those afflicted complete and
total amnesia, preventing them from using skills and feats or casting spells. They also no longer
remember who their enemies or friends are; even their own identity is lost. That's a nice ability.
Good senses, too.
Disadvantages: Maelephants are nigh useless in hand-to-hand combat. Their Defensive Stance
helps somewhat (though they can no longer move when they use it), but they still suffer from
low AC and damage. Their forget-me-gas is sadly rather easy to save against.
Notable SLAs: Alarm, Entangle, Gust of Wind, True Seeing, and Warp Wood at will, plus
Blade Barrier and Baleful Polymorph 3/day.
Final Evaluation: A nice pick, if only for the complete and total shutdown that their breath
weapon offers. If you ever have to guard a location or item, they're supposedly quite effective at
it - it is their job, after all. Very few summons offer their particular SLAs, so that's a plus. Not
great, but an acceptable choice.
Ghargatula
CR: 16
HD: 24
How to get it: Implore
Role: Brute
Fluff: The savage Ghargatula resembles most closely a gigantic fiendish dinosaur, a mess of
gnashing teeth and brutal claws. And appearances don't disappoint - that's exactly what they are.
They roam the plains of the Hells, devouring what they can. No subtlety needed here - just point
and turn loose.
Advantages: Pretty savage in melee, with four highly damaging attacks a round and Power
Attack. They can swallow foes whole and have a respectable grapple score with which to do so.
Nearly 400 HP. Good DR and regeneration. A formidable DEX-draining poison, to boot. An
incredibly easy bind, with 10 CHA and no Sense Motive.
Disadvantages: Very low AC for its level. Dumb as a bag of hammers.
Notable SLAs: None.
Final Evaluation: The Goristro is better for assaulting fortifications, but the Ghargatula is more
of an unholy terror in melee. Scarily damaging - it's the improved version of the Verakia.
Difficult to obtain, but worth the effort.
Tome of Magic
Logokron
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Caster
Fluff: The Logokron is a patient schemer, plotting and research truenames in order to gain power
over its fellow fiends and mortals alike.
Advantages: It does decently with its +2 thundering halberds, though not spectacularly. Its
tongue is a continuous Symbol of Pain, and it has some decent utterances. It has a very
impressive selection of skills, including practically all Knowledges. Respectable AC and DR.
Disadvantages: It uses truenaming. I mean, come on. That should really be all I need to say.
Only +36 in Truenaming, which means to even affect a creature of the same CR, it needs to roll a
7 or better.
Notable SLAs: Major Image at will; plus the following utterances: Critical Word of Nurturing
(reverse only), Preternatural Clarity, Hidden Truth, and Morale Boost.
Final Evaluation: Eh, it can cause some havoc with Confusion and Fear abilities, but by the
time you can bind one, you'll be fighting creatures with CR's of 16 or higher - leaving it
successful half the time, at best. And those just aren't good odds. Pass.
Sandstorm
Desert Devil
CR: 6
HD: 8
How to get it: None by RAW, likely SM VI
Role: Minion
Fluff: These frenzied devils are found in deserts and wastelands, whirling about surrounded by
flaying sands. They're dim and easily tricked.
Advantages: Um. None. Seriously. Aratons suck. Okay, they do 2d6 per round damage to
anything within 10 ft. That's about it.
Disadvantages: Awful damage. Poor DR for their level. Middling HP and AC. No combat
options besides their pathetic scimitars.
Notable SLAs: None.
Final Evaluation: I hate Aratons. So much. They have nothing going for them. Never, ever, ever
summon one. The only feasible way they might become viable is if you summon a ton of them
and treat them as walking HP drainers - if you have six of them, 12d6 damage a round might be
okay. But you could also just summon Amnizus and do the same thing, only tons better.
Stormwrack
Scyllan
CR: 13
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These tentacled creatures are descendants of an aquatic archfiend, now found primarily in
the deep oceans of Stygia. They're not very bright and rarely speak, preferring to let their
tentacles and claws do their communicating for them.
Advantages: Six attacks a round (Four of which have 30' reach) and the ability to create
whirlpools. They have Improved Grab and can swallow Large or smaller creatures. Fairly
durable.
Disadvantages: Only useful in aquatic settings, as they have no movement besides a swim
speed. Their attacks do poor damage. Their Frightful Noise ability will never see use, as it only
affects creatures with less than sixteen HD.
Notable SLAs: Control Water 1/hour.
Final Evaluation: Eh. In an aquatic campaign, you might find them useful to assault ships and
their crews. Likely, however, you won't find them useful at all. And if you're not in the water,
forget about using them at all. I'd pass.
Dragon Magazine
Death Devil (Issue #353)
CR: 11
HD: 10
How to get it: SM IX
Role: Manipulator/Caster
Fluff: Another infernal torturer (how many do they really need?), the Jerul is a Forgotten
Realms-specific creature - it torments souls stuck in the Wall of the Faithless and the False. It
feels a weird sort of kinship (or at least a desire to command and control) the undead.
Advantages: Decently damaging scythes and a whip that deals lethal damage with 25' reach. It
can exhaust creatures it hits, and has a permanent ghost touch ability. Combat Reflexes and the
Dex to make it worthwhile. A good set of immunities and decent SLAs. Can rebuke undead at
will, as a 12th level cleric. 50% fortification and can only be harmed by silver bludgeoning
weapons.
Disadvantages: With its poor attack bonus, it's unlikely to ever connect, so its exhausting ability
will rarely see play. Relatively fragile. Fairly undead-heavy thematically, so it might be
somewhat limited in an undead-light campaign.
Notable SLAs: Animate Dead and Dimensional Anchor at will, plus Desecrate and Deeper
Darkness 3/day, plus Enervation 1/day.
Final Evaluation: Niche pick. Against undead, it's both effective and ineffective - rebuking is
nice but most of its abilities won't work. The low attack bonus is very troubling - you'll be
depending on criticals to do any sort of damage for the most part. While it may have a few
specialized uses, I just don't think it's competitive for its level.
Hellforged (coal, glass, lead, obsidian, sand, and spiked; Issue #306)
CR: 7, 4, 13, 6, 3, 6
HD: 8, 6, 16, 10, 4, 9
How to get it: None by RAW, likely: SM VI, SM V, SM IX, SM VI, SM IV, and SM VI
Role: Minions
Fluff: These metallic devils were once constructs, but the evil of the hells swelled up and made
them into true outsiders. They're fanatically loyal and follow orders to the finest detail - you'll
likely have to be extremely literal and deliberate in your orders.
Advantages: Varies from devil to devil. I like the Coal Devil's Blindsight + Aura of Smoke
combination and its Fire Breath. The Glass Devil has natural Greater Invisiblity, while the Lead
Devil has an immense attack bonus (+28). The Obsidian Devil is relatively better in combat and
does a good bit of damage on a grapple, while the Sand Devil has a 50' burrow speed (quite rare)
and can turn into a cloud of sand for infiltration purposes. The Obsidian and Glass devils also
have burrow speeds, but nowhere near as fast.
Disadvantages: They're all a bit lackluster in the melee department, with low damage and AC.
The Spiked Devil in particular has little to recommend it - its Hail of Spikes does very little
damage and can be avoided completely on a Reflex save.
Notable SLAs: None.
Final Evaluation: I recommend the Sand Devil in particular for exploring dungeons and
sneaking through tight passageways (they even have ranks in Disable Device, though not
Search), and the Glass Devil for low-level stealthy scouting duty. The Lead Devil can be a boon
if you're up against a very high AC opponent (it'll just have to chip away at it slowly, with only
1d10+3 damage and two attacks per round) and the Obsidian Devil is a halfway decent brute.
The Coal Devil isn't great - you have plenty of better Blindsight creatures at your disposal. And
the Spiked Devil's just not good at all.
Imps of ill humor (choleric, melancholic, phlegmatic, and sanguinous; Issue #338)
CR: 3
HD: 3
How to get it: SM IV
Role: Minion
Fluff: These imps suffer from humor imbalance - their personalities range from angry to
depressed to lazy to jovial.
Advantages: As the imp, only each one has a unique sting that causes permanent status effects:
Rage, Crushing Despair, Slow, and Hideous Laughter, respectively.
Disadvantages: They lose the Imp's SLAs in favor of their humor imbalances. Their stingers
have very poor attack bonuses, so it's difficult to get the imbalance to stick.
Notable SLAs: Contagion 1/day, disease varies.
Final Evaluation: Unlike other imps, these ones actually want to get into melee combat, if only
so they can use their stingers to full effect. While the status effects are nice, they're hard to use
effectively, and most of the imps are too fragile to last long enough to land the hit. They might
be situationally useful, but I say pass in general.
Yugoloths
"You want me to fight for you, do you? All right, then. Where, who, how long,
and, most importantly, how much?"
- Jezzerik, ultroloth commander, in the midst of negotiations.
Yugoloths are odd fiends out in the grand infernal hierarchy. Most of them are disappointing
summons, either too generalized to be effective or specialized in strange, ineffectual ways. Many
have abilities that seem random or counterproductive to your aims. But a few Yugoloths are
absolutely spectacular, almost redeeming their entire race. They're especially adept at
spellcasting, but arguably the best melee summon (at least, for its level) is a Yugoloth - the Voor.
Monster Manual II
Arcanoloth
CR: 17
HD: 12
How to get it: PB
Role: Caster
Fluff: Arcanoloths are scribes and archivists for the Yugoloths, and are scheming, triple-dealing
fiends always looking for an angle in every situation. However, they are noted for being
generally honorable and true to their word - at least as far as you can trust a fiend's words.
Careful, specific language and commands are recommended.
Advantages: They cast as a 12th level sorcerer, though they have no specific spell-list listed.
Immune to mind-affecting spells and a decent complement of SLAs. Good social and academic
skills, plus they can read or write any language. Decent fly speed.
Disadvantages: Notably fragile, with only 11 CON. In fact, keep them as far away from the fray
as possible, since they're basically completely inept. Their poison is crappy.
Notable SLAs: Fly, Heat Metal, Invisibility (self only), Magic Missile, Warp Wood, and
Shapechange (!!!) at will, plus Fear and Major Image 1/day. Plus sorcerer casting.
Final Evaluation: These guys are all about the spells. That's a hefty HD/CR split, and should
make you seriously consider them as option for a bind. However, their fragility is a major
drawback - most enemies can just look funny at them and they'll keel over. Of course, that's what
Shapechange is for. Likely straight-up broken.
Marraenoloth
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Marraenoloths are the archetypical boatmen of the Styx, skeletal creatures who ply the
oily waters with their skiffs. They frequently arrange ambushes of their passengers, and they
dislike leaving the comfort of their ferries. A quick return to their craft is probably the best
incentive you can offer.
Advantages: Very little - halfway decent SLAs. Somewhat speedy.
Disadvantages: Fragile, awful in melee, and lacking in options outside of their SLAs, which
aren't phenomenal to begin with.
Notable SLAs: Alter Self, Animate Dead, Charm Person, Phantasmal Killer, Poison, and
Produce Flame at will.
Final Evaluation: Well, if you're really hurting for a ferry captain to cross some river (and have
no other options, which seems unlikely), you might summon one. Mostly they're forgettable.
You have so many better options at this point that the Marraenoloth shouldn't even cross your
mind.
Yagnoloth
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Possessed of one massive, damaging arm, Yagnoloths are feudal lords and minor tyrants
of their realms, though they are despised by nearly every other Yugoloth for their status. They
are hulking and brutish, but not dumb or socially inept. Perhaps a small respite from their
constant paranoia might be a welcome change of pace.
Advantages: A formidable save DC on their stunning blow makes them halfway decent in
melee, though only halfway. Much more durable than their peers in the Yugoloth hierarchy.
Disadvantages: Their weapon-wielding arm is powerful weak, with a crappy attack bonus and
pathetic damage. Their breath weapon does 2d6 damage and only affects a 5' cone, which is
basically awful. Their only SLA is a pitiful one.
Notable SLAs: Shocking Grasp 3/day.
Final Evaluation: While they're better than the Marraenoloth (though only by virtue of their
stunning arm), the Yagnoloth still sucks royally. Don't even think about it. Move on. Nothing to
see here.
Mezzoloth
CR: 6
HD: 10
How to get it: None by RAW, likely SM VI
Role: Brute
Fluff: Common foot soldiers, Mezzoloths are far from sophisticated, knowing only endless
martial drills and the occasional productive torture session. They're pretty dim and likely prime
candidates for fast-talk and complicated, labyrinthine contracts that put them at a disadvantage.
Advantages: Respectable melee combatants, the Mezzoloth also has the advantage of being able
to throw down Cloudkills as a softener before rushing in. They also have a hefty HD total for
their CR, which makes them a bit more durable than some summons (but also indicates that
they're relatively weaker). Surprisingly decent stealth for a bruiser.
Disadvantages: They have no real way of seeing in their own clouds, which diminishes their
advantage somewhat.
Notable SLAs: Cause Fear, Produce Flame, See Invisiblity at will, plus Cloudkill and Dispel
Magic 2/day.
Final Evaluation: Fairly middling in terms of melee, with subpar casting and nothing much to
recommend them. I'd go with a Kyton or an Excruciarch or, hell, a fiendish rhinoceros over the
Mezzoloth any day.
Nycaloth
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Aerial skirmishers and flying cavalry, the Nycaloth holds a respected position in the
Yugoloth hierarchy. They are savage when enjoined in battle, but prefer to remain distant and
observe their foes from the skies until they are needed. They only have average intelligence,
however, and tricking them into service shouldn't be too difficult.
Advantages: A hefty attack schedule with either a damaging greataxe or wounding claw strikes.
If you ever feel like dropping foes from a great height, they have a quick flight speed and can
climb to a point where they can do some damage.
Disadvantages: A relatively useless and sadly limited amount of abilities outside melee.
Notable SLAs: Fear, Invisibility, Mirror Image, and See Invisibility at will.
Final Evaluation: Though they're better than the Vrock in a straight-up scrap, they don't have a
lot of options outside pure damage. Eh... better options at this point. Just middling.
Ultroloth
CR: 13
HD: 18
How to get it: None by RAW, likely SM IX (though the Ultroloth is notoriously under-valued in
the CR department; I'd change it to at least a 16) or GPB
Role: Caster
Fluff: Ultroloths are scheming tacticians and crafty generals of the Yugoloth forces, the
Ultroloths are devious, cunning, and notably lazy. They prefer to coerce their minions into doing
their dirty work. They're expert bluffers and manipulators, though not to the extent of a Pit Fiend
or a Balor.
Advantages: Great SLAs with a high caster level, Ultroloths can beguile and befuddle their foes
while blasting away with all sorts of damaging and debilitating rays. Phenomenal magery, really.
Plus, a Hypnotic Gaze, though it likely won't see use with all your other options.
Disadvantages: Pretty damn awful in melee, though why you'd put them in that situation in the
first place is beyond me. Tricky binds, too.
Notable SLAs: Gaseous Form, Prying Eyes, Alter Self, Fear, Wall of Fire, Scorching Ray, Ray
of Enfeeblement, Ray of Exhaustion, Scrying, See Invisibility, and Suggestion at will, plus
Binding, Geas, Enervation, and Mass Suggestion 3/day, plus Symbol of Death 1/day.
Final Evaluation: No DM in his right mind should give you these guys as a summon - they're
way too good as magical artillery. Whether its debuffing, control, or straight up blasting you
want, the Ultroloth has options to spare. I personally like mixing them in with Devils and using
Wall of Fire to create chokepoints - but your foes' fire resistance is likely pretty high at this
point. Do keep in mind, too, that like the Balor and the Pit Fiend, Ultroloths are aces in their
respective hierarchies, and likely won't tolerate the yoke for long. Revenge comes swiftly to
those who offend them.
Monster Manual IV
Corruptor of Fate
CR: 5
HD: 7
How to get it: SM VI
Role: Assassin
Fluff: Corruptors of Fate are mercenary and opportunistic, selling their services to the highest
bidder. They are quite happy to serve and in fact prefer to have a patron - they're also noted for
not being terribly picky about whom they serve, though they nominally prefer evil lords. Should
be an easy sell - just offer them the chance to spread suffering amongst your enemies.
Advantages: Corruptors are super-debuffers, with a cursing attack (leaves the enemy 50% likely
to just do nothing), a debuffing gaze, and a permanent unluck effect when others try to damage
them. They're also immune to necromantic effects and negative energy, making them helpful in
concert with undead or other necromantic strategies.
Disadvantages: Underwhelming in melee, Corruptors aren't likely to do a lot of damage.
Weapon Finesse always makes me sad - for a summoner with Augment Summoning, it's often a
wasted feat for the fiend.
Notable SLAs: None.
Final Evaluation: While you may not want to summon hordes of them to crawl all over your
enemies, a well-placed Corruptor can do wonders to surgically cripple major threats with their
curse. Anything with a poor Will save is likely to be fair game - brutes and assassins beware. If
you can get a cursed foe to concentrate on the Corruptor itself, even better - if they do get to act,
they'll always be taking the worst of two rolls anyway. A fine choice for twisting destiny to your
advantage.
Fiend Folio
Piscoloth
CR: 9
HD: 9
How to get it: SM VII
Role: Minion
Fluff: Piscoloths are drill sergeants and minor troop commanders in Yugoloth armies - they are
minor thugs and enforcers, thriving on what little authority they're given. Despite their imperious
nature, they're quite stupid and easily manipulated.
Advantages: Eleven attacks a round is nice, though only three of them do any damage - the
other eight can only paralyze. Hit enough times and something will eventually fail a save - it's a
DC of 18, which isn't great but isn't awful, either. Decent SLAs. All-around vision might come in
handy.
Disadvantages: Pathetic attack bonus for their level means that the paralyzing tentacles will
rarely hit, making their utility less than paramount. Oddly slow in the water.
Notable SLAs: Blink, Fear, Scare, and See Invisibility at will, plus Meld Into Stone, Stinking
Cloud, and Phantasmal Killer 3/day.
Final Evaluation: I could see them being used for ambush tactics in dungeons and caves with
their stone-melding abilities. If you consider their CR to be accurate (which I do not), they're a
decent deal for SM VII, though far from spectacular. If you're looking to capture your quarry
rather than kill them, they'd be a good choice - but that's about it.
Skereloth
CR: 3
HD: 4
How to get it: SM IV
Role: Minion
Fluff: These wretched, twisted creatures are the lowest of the low in Yugoloth armies - they are
cowardly and sniveling, used only for the easiest of infiltration and scouting duties. They'll bend
like twigs to your commands.
Advantages: Four attacks per round plus sneak attack seems like it'd be decent. Fairly high AC
and a burrow speed, plus high stealth skills.
Disadvantages: Middling attack bonus and pathetic damage, even with four attacks per round.
Their Cringe ability just tricks an opponent into thinking that they're not worth the time and
effort to kill - but you want opponents concentrating on your summons, not others.
Notable SLAs: Daze and Jump at will, plus Burning Hands and Expeditious Retreat 3/day.
Final Evaluation: "Other yugoloths regard Skereloths as weak and useless." You should too.
Pitiful in combat, and you have much better scouting options available to you at this level. Pass.
Stormwrack
Echinoloth
CR: 8
HD: 8
How to get it: SM VIII
Role: Minion
Fluff: Rear guards of advancing Yugoloths, Echinoloths are often assigned mop-up duty due to
their relentless nature and vast love of shredding things to tiny bits. They're too dim to know
when they're in a losing proposition - they'll likely succumb to your wiles.
Advantages: Tremorsense...? Rend and Infernal Wound... might add up? Nawww. Seriously,
Echinoloths suck.
Disadvantages: Awful melee abilities for their level. Their Nauseating Aura has a woeful DC.
Low AC and DR means they're chewed up like nothing at this point.
Notable SLAs: None.
Final Evaluation: Reality check: the Voor (which fills the exact same niche) has a slightly
lower attack bonus, more attacks, and does roughly the same damage for a spell four levels
lower. That alone should make you cringe at the prospect of ever summoning an Echinoloth. If
you really need a tentacle beast at this level, use the Dreadful Lasher version of the Voor - same
CR, so much better.
Dragon Magazine
Battleloth (arrow, axe, crossbow, pick, spiked chain, and sword; Issue #306)
CR: 1, 2, 2, 2, 3, 3
HD: 1, 3, 4, 2, 3, 3
How to get it: None by RAW, likely SM II, SM III, SM III, SM III, SM IV, and SM IV
Role: Minion
Fluff: These foul, mischievous creatures were created for a war long gone, and now act as
mercenaries. They are literal tools for their masters - they all can take the form of certain
weapons. They are sly and manipulative, but fairly weak and likely easily commanded.
Advantages: The Arrow Battleloth has a very fast fly speed with perfect maneuverability at a
very low level, making it a good aerial scout. The Crossbow 'loth is okay in weapon form, as it
confers Precise Shot and reloads itself. It also can act as a rogue replacement with ranks in
Disable Device and Open Lock. They all have DR at a very low level, which can come in handy.
They can also function as low-level magic weapons, though you have better spells for that.
Disadvantages: They're all fairly weak in combat and quite fragile, even for their level. The Axe
and Pick 'loths are especially useless.
Notable SLAs: None.
Final Evaluation: Only the Arrow and Crossbow 'loths are useful at all, and really then only at
extremely low levels. They don't pass the bar in combat, so skip 'em.
Now we hit the true miscellany of the guide, creatures from all over the lower planes that don't
fit into any established hierarchy. Whether roaming the colliding cubes of Acheron or swirling
through the winds of Pandemonium, the denizens of the lower planes are as unpredictable as
their surroundings. Sadly, many of these creatures pale in comparison to more conventional
fiends, but there are a few hidden gems amongst the crowd. There are also a few contiguous
groups here not large enough to warrant their own sections, like the Rakshasa, Demodands, and
the Quori. Despite the duds, there's still nothing quite like riding into battle on the back of a
Nightmare.
Monster Manual I
Achaierai
CR: 5
HD: 6
How to get it: SM V
Role: Brute
Fluff: These cruel birds are natives of Acheron, where they form rudimentary communities and
seek out prey. They distinctly enjoy torture - perhaps the suffering of your opponents will be a
nice little hanging carrot.
Advantages: They do great damage with two claw attacks and a formidable bite. Spring Attack
and speed helps, too. They spew a toxic cloud that damages foes and drives them temporarily
insane. All of its potential is boosted by Augment Summoning - they only really rely on Strength
and Constitution.
Disadvantages: No DR and only a fair HP pool means they die quickly.
Notable SLAs: None.
Final Evaluation: Not a bad choice for throwing down in melee, actually. And driving your
enemies insane is always fun. The Achaierai gets a thumbs up from me - not way up, but still up.
Genie, efreeti
CR: 8
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Efreet are cruel, domineering genies from the Plane of Fire. They absolutely hate serving
mortals, and will likely devise all manner of gruesome revenge on you if you're not careful.
Advantages: It can grant wishes. Three a day, to be precise. But that's a whole different debate.
Even without Wish, it has useful SLAs, good skills, and is very manueverable.
Disadvantages: Disappointing in melee and relatively fragile. No DR and vulnerable to cold.
Notable SLAs: Produce Flame, Pyrotechnics, and Scorching Ray at will, plus Invisibility and
Wall of Fire 3/day, plus Gaseous Form, Permanent Image, and Polymorph 1/day.
Final Evaluation: Any DM who lets you summon a wish-granting efreet is off his rocker. It's an
easy way to break the game into tiny little pieces. If you have a sane DM, the efreet might still be
useful - Permanent Image is handy, and the other SLAs make it a semi-capable blaster in a pinch.
Githyanki
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Githyanki are cruel, militaristic people who cruise the Astral Plane hunting illithid and
githzerai. They are intelligent and tactical, but their aggression and poor judgment may give you
an angle.
Advantages: Even 1st level warriors carry masterwork greatswords, giving them good damage
potential. High HP for their level. They even have SR, though it's quite low.
Disadvantages: Low will saves.
Notable SLAs: Daze and Mage Hand as PLAs, 3/day, with more abilities (like Telekinesis and
Blur) in higher levels.
Final Evaluation: Better fighters than the Tiefling due to the CON bonus, they're a good choice
for melee class levels. Great damage potential at SM II.
Howler
CR: 3
HD: 6
How to get it: SM IV
Role: Manipulator
Fluff: Native to Pandemonium, Howlers are horrifying quill beasts that do not speak, only howl.
Probably easy to command.
Advantages: Quick and relatively capable in melee. Combat Reflexes and 10' reach. But the real
beauty is in the quills: each quill provides a cumulative -1 on attacks, saves, and skill/ability
checks. That's a fine debuff.
Disadvantages: Not all that durable with middling CON and no DR. The Reflex DC on the
quills isn't spectacular. Howl does nothing for you and could even hurt you.
Notable SLAs: None.
Final Evaluation: All about the quills. Don't bind one - just summon them for those big bad
fights where you need to really cripple one specific opponent. They'll make your job easier.
Night Hag
CR: 9
HD: 8
How to get it: SM IX
Role: Caster
Fluff: Native to Hades, Night Hags are the harvesters and merchants of soul larvae. They deal
equally with all other fiends (at least as equally as their love of profit allows). You'll likely have
to entice them with the souls of evil people (they were going to the Hells anyway, right?).
Advantages: Nothing about them is unique or particularly advantageous. Etherealness is okay.
Passably durable. But the best thing that can be said about the Night Hag is that it can Polymorph
into something else. Their Heartstone is potentially useful, if you can get your hands on it.
Disadvantages: Awful in melee. Mostly-useless SLAs. A real cipher when it comes to useful
abilities.
Notable SLAs: Magic Missile, Polymorph, Sleep and Etherealness at will.
Final Evaluation: Can't think of many good reasons to summon one, not when you have other
choices and so many of the others are better than this. And are lower level spells. Skip.
Planetouched, tiefling
CR: 1/2
HD: 1
How to get it: None by RAW, likely SM I
Role: Minion
Fluff: Tieflings are simply humans with fiendish ancestry.
Advantages: Good stat bonuses for rogues, wizards, really any DEX or INT-based class. CHA
penalty makes them easier to deal with.
Disadvantages: Likely have their own agendas, goals, missions, etc. that will conflict with
yours.
Notable SLAs: None.
Final Evaluation: I mention Tieflings not so much because you want to summon a 1st level
Warrior (although they're certainly competitive at that level), but because you could feasibly
summon Tieflings with class levels. Potential here is only limited by your creativity (and your
DM).
Rakshasa
CR: 10
HD: 7
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Rakshasas are a scheming, sly group of feline fiends said to originally hail from Acheron.
They are now scattered across the planes and are powerful, confident sorcerers. They're quite
charismatic and sneaky - beware.
Advantages: They cast as 7th level sorcerers. Great infiltrators with high Bluff, Disguise, and
permanent Detect Thoughts. Phenomenal DR - 15/good and piercing. Somewhat stealthy.
Disadvantages: Middling in melee and a subpar HP total. No elemental immunities or
resistances to speak of. Bad as binds - by the time Improved Calling kicks in, you'll want to be
looking into higher HD creatures.
Notable SLAs: None, but they have sorcerer casting, which typically includes spells like Haste,
Suggestion, Invisibility, and Silent Image.
Final Evaluation: Rakshasas are a niche pick - you'll not want to spend an eigth level spell to
get some extra third level spells. But they're capable infiltrators. But infiltration takes more time
than they have on a summon, and you'll have better choices for a bind. Possibly useful, but likely
not.
Shadow Mastiff
CR: 5
HD: 4
How to get it: SM V
Role: Assassin
Fluff: These baying hounds hail from the Plane of Shadow, and stalk the night for any available
prey. They're just barely above animal intelligence, so likely to fall for any tricks you can throw
their way.
Advantages: Its ability to Bay can evoke panic in an extremely large radius - 300' to be exact.
They can gain total concealment in shadowy areas and are respectably sneaky.
Disadvantages: One middling attack. No DR, SR, or resistances, so they're gonna die at the drop
of a hat.
Notable SLAs: None.
Final Evaluation: Eh. Yeth Hounds can Bay and fly (though the Shadow Mastiff's DC is
higher). Fiendish dire wolves are better at tripping. Pass, unless you're constructing some sort of
planar kennel.
Slaad, Death
CR: 13
HD: 15
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Death Slaadi are Limbo toads that have been tainted by evil, warped into killing machines
rather than... okay, all Slaadi are killing machines, but these ones are worse. As creatures of pure
chaos they'll likely look to break any agreements they make, just for funsies.
Advantages: Capable combatants, the Death Slaad is nonetheless all about the SLAs. They have
decent DR, Fast Healing, and a respectable HP total. Sonic immunity.
Disadvantages: All of their feats are combat-based, which chafes a bit when you realize that
they're not stellar in melee.
Notable SLAs: Animate Objects, Dispel Magic, Fear, Finger of Death, Fireball, Fly, Invisibility,
See Invisibility, and Shatter at will, plus Circle of Death, Cloak of Chaos, and Word of Chaos
3/day, plus Implosion and Power Word Blind 1/day.
Final Evaluation: Finger of Death at will? Implosion 1/day on a creature that has a CR low
enough to be considered a legitimate summon? I think the Death Slaad's CR is severely
underestimated. Which means it's fantastic for you - few creatures at SM IX have such fine
SLAs. Thumbs up.
Vargouille
CR: 2
HD: 1
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: These shrieking heads haunt the depths of Carceri, hoping to spread their foul filth and
produce more of their kind. Far too weak and dumb to put up a fight - just command them.
Advantages: Low-level flyers can come in handy. The Vargouille's shriek can paralyze your
foes, which is excellent.
Disadvantages: Pitiful poison and Kiss is useless in combat (though it might be decent as an
interrogation tool). They don't do a lot of damage and are easily swatted from the sky. Weapon
Finesse, bleh.
Notable SLAs: None.
Final Evaluation: Eh. For the same price you can summon a Nashrou, which is mounds better in
combat, though not quite as mobile. Vargouilles don't cut it.
Xill
CR: 6
HD: 5
How to get it: SM VI
Role: Brute
Fluff: Whether savage or civilized, these Ethereal Plane natives are always malevolent and thrill
in causing pain. They are not especially smart, so even an unlikeable summoner should be able to
bend them to their will.
Advantages: Four attacks per round, with a bite that paralyzes for 1d4 hours. Exceptional SR for
their level.
Disadvantages: Those four attacks are at a pathetic bonus, and do little damage. The paralyzing
venom requires you to maintain a successful grapple first - while they do have Improved Grab,
they also have a grapple modifer of +7. No DR, only average HP, and no resistances to speak of
make them quite fragile.
Notable SLAs: None.
Final Evaluation: The xill is a prime candidate for replacing - not only is it a woeful combatant,
it is replaced by the amnizu. With nothing to recommend it and competing directly with a great
choice, the xill is right out.
Yeth Hound
CR: 3
HD: 3
How to get it: SM IV
Role: Minion
Fluff: Yeth hounds are nocturnal predators from Hades, soaring low to find prey. They do not
speak, so won't be in a position to bargain. Just bark orders at them like you would your precious
widdle poodle.
Advantages: A good flight speed, decent DR for their level, and Bay, which can really cause
some widespread panic if you send it over an enemy encampment, for example.
Disadvantages: Only one middling attack. The DC on Bay is dreadfully low.
Notable SLAs: None.
Final Evaluation: Fiendish dire wolves at this level are much better. If you need Bay or the
flight speed, the yeth hound might be decent, but likely it's a summon you won't bring out of the
stable very often - or at all.
Monster Manual II
Bladeling
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Bladelings are xenophobic and suspicious of everyone they meet. They are fierce
combatants, as they hail from the plane of eternal warfare, Acheron. Treat them as you would
any common sell-sword.
Advantages: Decent natural armor for their level. Immunity to acid, some DR and fire
resistance. They also can emit a cone of razor-sharp shrapnel, giving you a halfway-decent blast
at low levels.
Disadvantages: Fairly nondescript in all other ways - unexceptional HP, melee abilities, etc.
Notable SLAs: None.
Final Evaluation: The Bladeling's another good candidate for class levels when summoned.
Still, the tiefling's a better deal for most things that the Bladeling might be suited for - so unless
you want a cloud of shrapnel or need to take an acid bath, skip 'em.
Dune Stalker
CR: 9 (Vastly inflated)
HD: 6
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: Dune Stalkers are murderous creatures that roam the Plane of Earth and occasionally
Hades. They despise the Material Plane, and seek to make their stays there as short as possible.
This translates into literal mindset when they follow your orders - on the plus side, if you're
careful with your words, they won't directly disobey you.
Advantages: Decent trackers. High SR and DR for the level. Kiss of Death can be an instant kill.
Disadvantages: Awful in melee, with just one little slam attack. Kiss of Death has a fairly low
DC (and does not mention what attribute it is based on - push for CON to boost it a little).
Shout's useless.
Notable SLAs: Jump at will, plus Shout 3/day.
Final Evaluation: MMII is notorious for poorly-assigned CRs. No way the Dune Stalker is a
challenge to a level 9 party. Nor will it be a challenge to your enemies when you summon it.
Unless you really want to try and force the Kiss of Death, I'd stay away.
Ethereal Slayer
CR: 12 (Don't believe this one either)
HD: 16
How to get it: None by RAW, likely SM IX
Role: Assassin (but not a good one)
Fluff: Carnivorous bugs that ambush people from the Ethereal. Slayer is a misnomer, as they
don't seem very effective at actually killing anything.
Advantages: It has a decent attack bonus, hitting much more often than other summons at the
SM IX level. Stealthy.
Disadvantages: Poor melee, poor CON, poor almost everything. Won't ever kill anything at this
level, unless you give it a long time to chip away.
Notable SLAs: Detect Magic and Dimensional Anchor at will.
Final Evaluation: We're hitting a common problem with MMII - the Fiendish Codices updated
CRs for devils and demons in this book, but the other evil outsiders are seriously misrepresented
in the CR department. The Ethereal Slayer is a walking crap sack. Avoid.
Rukarazyll
CR: 14
HD: 12
How to get it: None by RAW, maybe SM IX
Role: Caster/Assassin
Fluff: Cruel tricksters from the Plane of Earth, Rukarazylls thrive on sowing discord among
mortals. As such, they're used to manipulation - make sure that they understand exactly where
trickery will get them - the deadbook.
Advantages: Excellent infiltrators. Quick and mobile, with Evasion and the ability to take 10 on
balance, tumble, and climb checks. Good, semi-rare SLAs. Fungus can reduce a creature's
reflexes and agility. Good DR and decent SR.
Disadvantages: Just straight up awful in melee, outside of their Fungus ability (which can take
longer to take effect than most combats last, depending on the size of the target). No elemental
resistances. Mildly difficult to bend to your will
Notable SLAs: Alter Self, Blur, Cat's Grace, Entangle, Mirror Image, Plant Growth, Snare, and
Telekinesis at will, plus Polymorph 3/day, plus Command Plants, Contagion, Heal, and Wall of
Thorns 1/day.
Final Evaluation: Occupying the same niche as the Vathugu (weird fungus creature), the
Rukarazyll offers druid-like casting that can fill in a spell gap if needed. I like the Vathugu better
because it can fight - the Rukarazyll is one of the worst choices for melee.
Vaporhigu
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Vaporhigu are slimy fiends native to Gehenna. They constantly hunger but can never sate
their gluttony. Still, the promise of food might be enough for them to fight by your side - but
beware them looking to make you their next meal.
Advantages: Their corrosive slime can melt away equipment, while their poisonous breath is a
heavy hitter - at a Fort DC of 20, it offers acid damage, paralysis, and CON damage. That's a
potent combination. If you bind it, it can summon a Night Hag once per day, which isn't great but
is another body to throw in the fray.
Disadvantages: Poison immunity shuts its breath down cold, and it's easily saved against. That
leaves them with a pitiful slam attack, SLAs that won't see much use, and a weak fear aura. They
are notably clumsy and their HP isn't stellar.
Notable SLAs: Animate Objects, Deep Slumber, Enlarge Person, Fly, Mislead, and Produce
Flame at will.
Final Evaluation: Man, does this thing have a random assortment of abilities or what? Still, I
like its breath - though it's limited, it lingers.
Gloom Golem
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Manipulator/Brute
Fluff: Gloom golems, twisted pain factories roaming Hades, exist only to spread misery to all
they touch. They have no intelligence score (so you can't bind them) so they're easily ordered and
controlled.
Advantages: Construct immunities are handy. They can attack with a spiked chain, doing hefty
damage. It's a walking debuff, too, and can drain Charisma.
Disadvantages: Poor attack bonus for the level. Not a lot of bonus HP. Its Crushing Despair
ability is easily shut down.
Notable SLAs: None.
Final Evaluation: If you need a construct, it's one of a very limited pool. But it's not great. Still,
if you don't want to hold out for the retriever, hate hellish siege towers, and really need a golem,
it's... your only other option.
Mivilorn
CR: 11
HD: 24
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These gigantic puppies are native to Pandemonium, where they act as apex predators in
the wind-swept wilds of the plane. They're often used as mounts by demons, as they are vicious
and voracious. But they're still dogs - they obey their masters.
Advantages: One hell of a tank, with massive damage on their bite attack. One of the best
grapple scores in your lineup, plus Swallow Whole. Charging Bite is a great boon when looking
to grapple - though it offers the targets a save, it can potentially automatically swallow two
medium creatures.
Disadvantages: Not actually evil, so if you're a Malconvoker, your abilities won't kick in. Their
acid breath is nigh useless. No DR (though with their HP total, that's less of an issue).
Notable SLAs: None.
Final Evaluation: Walking, barking, biting walls of hit points. That's pretty much the Mivilorn's
job - to soak up damage normally meant for you or your party members. They are also capable
grapplers, with the size and abilities to pull it off. Their HD total means they're unbindable
without Implore, so get used to them as a limited time offer.
Odopi
CR: 14
HD: 20
How to get it: None by RAW, maybe SM IX
Role: Brute
Fluff: The Odopi is a bristle of twisted arms and claws. Powerful masters can cow them into
service, though they chafe under the yoke. As long as their master provides them with targets to
tear apart, however, they'll be sated.
Advantages: Decent damage with their singular claw attack. Their Swallow Whole ability, while
not stellar, automatically re-grapples the enemy when they manage to cut their way out. Decent
Trample - it can grapple while trampling.
Disadvantages: Man, only 5' reach on a Huge creature? That sucks. Just one attack. Ranged
options are pretty lackluster. Their SLAs aren't anything to get excited about, either.
Notable SLAs: Feather Fall at will, plus Dimension Door 3/day, plus True Seeing 1/day.
Final Evaluation: Looking at the Mivilorn above, the Odopi barely beats out a lower-CR
creature in the same niche. It's kind of a toss-up - more offensive capability with the Mivilorn or
defenses and senses with the Odopi. Of course, the Odopi is evil while the Mivilorn is not, so if
you're a Malconvoker, the choice is much clearer.
Rakshasa, Ak'chazar
CR: 15
HD: 17
How to get it: GPB
Role: Caster/Manipulator
Fluff: Ak'chazar are undisputed necromantic masters. They are intelligent and plan carefully,
avoiding combat and using their minions wherever they can. Like all rakshasa, they are scheming
and manipulative, though relatively trustworthy. They at least operate with structures and rules in
place, giving you an advantage when it comes time to hammer out an agreement.
Advantages: All kinds of useful necromantic abilities: they rebuke as a 20th level cleric, emit a
wave that causes the shaken condition and Inflict Moderate Wounds, and they have a bevy of
undead-creating SLAs. On top of that, they have 12th level sorcerer casting focusing on
necromancy and enchantment. Useful skills, mostly concentrating on social and stealth. Good
DR; phenomenal SR.
Disadvantages: Terrible in melee, though you'd never want to put it in direct combat. A difficult
bind, with high CHA and Sense Motive. Their Pain Wave ability requires them to be within 20'
of those to be affected, and you won't want them that close.
Notable SLAs: Animate Undead 3/day, plus Control Undead and Create Undead 2/day, plus
Create Greater Undead, Trap the Soul, and Magic Jar 1/day. Typical sorcerer spells include
Disintegrate, Teleport, Enervation, Confusion, Dominate Person, Suggestion, Touch of Idiocy,
Ray of Exhaustion, Ray of Enfeeblement, and others.
Final Evaluation: Another fine example of a summoner being able to make an entire class
archetype (the necromancer) obsolete, the ak'chazar rakshasa is a great choice. They make
excellent debuffers and snipers, but necromancy's the real allure. If you need an army of undead
(or if you need to fight one), they should be your go-to guys.
Rakshasa, Naztharune
CR: 11
HD: 11
How to get it: None by RAW, likely SM IX
Role: Assassin
Fluff: Naztharune are the assassins and spies of the rakshasa, silently eliminating high-priority
targets. They are more subdued than other rakshasa, preferring to remain in the background.
They are greedy for gold and magic items, however, being able to choke down their contempt if
the profit's good enough.
Advantages: Like the Dogai and the Kelvezu, the Naztharune is a high-level rogue. It has
Improved Evasion, Improved Uncanny Dodge, 6d6 sneak attack, and Hide in Plain Sight. Great
DR.
Disadvantages: Two-weapon fighting makes it a poorer fighter than the Dogai. Notably less
stealthy, as well. It's not all that durable if its DR is bypassed.
Notable SLAs: None.
Final Evaluation: I'd rate them as slightly above the Dogai, but definitely worse than the
Kelvezu. If your DM allows you to summon a Kelvezu, they have the superior damage potential
and are probably the right pick for a rogue-like. But if not, you're essentially picking between
higher stealth and attack bonus with the Dogai, or (slightly) better damage and defenses with the
Naztharune. I'm inclined to lean towards the Dogai, but the Naztharune has its moments.
Rejkar
CR: 5
HD: 5
How to get it: None by RAW, likely SM V
Role: Caster/Manipulator
Fluff: Rejkars are intelligent, goat-like creatures from Baator. They enjoy setting themselves up
as idols in mortal societies, bending them to their will. They're much smarter than they look, so
don't let their feral appearance deceive you.
Advantages: They can freeze others with a glance, and have a unique selection of SLAs.
Powerful Charge can rack up a good bit of damage. Skilled, too, with three separate craft skills.
Disadvantages: Easily bypassed DR. Vulnerability to fire. Middling damage when not charging.
Their freezing glance is too easy to get out of.
Notable SLAs: Crushing Despair, Fabricate, and Rage at will, plus Major Image 3/day, plus
Augury 1/week.
Final Evaluation: I suppose you could bind yourself your own private foundry, what with their
skills in smithing and carpentry. Or have a nice meal once a week. But seriously, no to the
Rejkar. Weird skills that don't come into play very often and niche SLAs make them a situational
choice.
Skiurid
CR: 1/2
HD: 1/2
How to get it: None by RAW, likely SM I
Role: Minion
Fluff: If you ever wanted to control evil squirrels from the Plane of Shadow, now's your chance.
They eat nuggets of life force torn from living beings, making them undeniably evil, though they
are of animal intellect.
Advantages: They're agile and really really sneaky. Their Chill Darkness ability can damage
foes in a respectable radius and drain their strength.
Disadvantages: Awful in melee, doing a maximum of one damage. A stiff breeze might kill
them.
Notable SLAs: Darkness, 3/day.
Final Evaluation: Your choices at this level all pretty much suck anyway, so you're not really
losing anything by going with shadow squirrels. Depends on whether or not you consider evil
squirrels "awesome" or "incredibly stupid."
Monster Manual V
Ember Guard
CR: 13
HD: 13
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: These monstrosities of fire and brass are created by Imix, the Elemental Prince of Fire, to
reward his followers. Though hardly more than golems in the mental department, they still hum
with a dim malevolence. They follow "just about any order from anyone or anything they see as
a legitimate authority." Perhaps you can claim to work on Imix's behalf.
Advantages: Quite difficult to kill, with high AC, HP, and DR. They have a fire breath (at a
respectable Reflex DC) that, while not very damaging, also adds a Slow effect to those it hits.
They have light fortification. Despite their vulnerability to the element, they still have resistance
to cold.
Disadvantages: Only have two attacks per round, and they're relatively low-damage slam
attacks with easily-resisted fire damage slathered on top. Vulnerable to cold. Their Death Throes
ability doesn't occur when summoned, which would have been nice otherwise.
Notable SLAs: None.
Final Evaluation: Just a big dumb brute, though an effective one. Considering all the other
options you have available to you by now, surely you can think of something more creative?
"Did you think you could cage the greatest jailor in the planes, fool? The
tortures of Othrys' acid swamps will seem like a mercy when I've finished
with you."
- Slurgor the Viscous, shator warden, to a surprised hedge wizard.
Spirrax
CR: 18
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Overlord
Fluff: These nautiloid wanderers roam the planes looking to destroy all life. They are inscrutable
and alien, collected and calculating.
Advantages: A goodly number of decent tentacle attacks, plus CON drain upon grappling (and
they're great grapplers). Void Blast is great - 30d6 damage in a burst or a long line. Stellar
defenses and plenty of HP. A perfect fly speed and Flyby Attack. Blindsense 300', but only for
living creatures. Very easily bound.
Disadvantages: Their shell can break, reducing their defenses significantly but giving them two
more attacks. Their Indifference Aura is downright useless. Upon their death, they open up a
random planar rift, which could really screw you.
Notable SLAs: Plane Shift (self only) at will.
Final Evaluation: Kind of a middling grab-bag, but potentially highly damaging with Void
Blast. Only very specific builds are ever going to use one, though, and they're not so great as to
warrant building towards their use.
Steelwing
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Brute/Assassin
Fluff: These steely birds are native fauna in Acheron, guarding their eggs ferociously. A number
of them have been trained as warbeasts and mounts. Though not evil, they are fierce and brook
no theft from their nests nor the murder of their mates.
Advantages: Their razorfeathers are quite nasty - they augment the Steelwing's wing attacks,
making them keen. They also do 5d6 damage to any creatures adjacent to the bird, while giving
it concealment against all nonadjacent foes. They can also expel them as a 60' cone, doing 15d6
damage. It's all slashing, too, so not as easily resisted as elemental damage. They have DR
15/adamantine (not often bypassed), a great AC and formidable Fast Healing. Steelwings are
also fast fliers and have five accurate attacks per round. Immune to cold.
Disadvantages: They're not evil, which screws them up for Malconvokers. Other than that,
there's not a whole lot else to snipe at - Steelwings are solid choices. Their damage is a little
lackluster, but all the razorfeathers whipping around make up for that.
Notable SLAs: None.
Final Evaluation: Like I said before, quite solid. So much so, in fact, that I'd consider them as a
Malconvoker summon even though evil creatures are going to give me a better deal. Of course,
as a bind, alignment isn't much of an issue. Really impressive damage potential and respectable
defenses make the Steelwing a great choice.
Fiend Folio
Abrian
CR: 1
HD: 2
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Demonic ostriches. Seriously, how many demonic birds do you really need in an ecology?
They roam in packs in the Abyss and other lower planes. Smarter than they look, but they're still
fairly dumb.
Advantages: Augmented critical on their beak. Two atacks per round that do acceptable
damage.
Disadvantages: Weapon Finesse is a wasted feat for them - Multiattack would be so much
better. Relatively fragile.
Notable SLAs: None.
Final Evaluation: It's just not very good. But it's SM II. What did you expect?
Chronotyryn
CR: 19
HD: 17
How to get it: GPB
Role: Overlord
Fluff: These strange, double-brained birds proclaim themselves to be the masters of time. They
are said to be native to Acheron, though now far-flung across the planes. They are arrogant and
selfish, but are not said to be particularly cruel or vicious. Likely, they'll be amenable to a
mutually profitable deal.
Advantages: Two rounds per round. That's right, they can act twice on each turn. 12th level
sorcerer casting (with great picks), great SLAs (including Time Stop!), and a host of metamagic
feats, (Quicken, Maximize, Still, and Silent). They are a walking repository of knowledge. They
have high resistance to every element, good DR, and daunting SR. Their AC is scary high.
Disadvantages: No good in combat, though you would probably have to be really dumb to try
that.
Notable SLAs: Blink, Feeblemind, Greater Teleport at will, plus Displacement and Time Stop
3/day, plus Iron Body, Plane Shift, and Temporal Stasis 1/day. Sorcerer casting typically
includes spells like Disintegrate, Cloudkill, Baleful Polymorph, Greater Invisibility, Black
Tentacles, Slow, Sleet Storm, Fog Cloud, Obscuring Mist, and Grease.
Final Evaluation: Really, you should have been sold already with dual actions and spellcasting.
But unlike most "typical lists," the Chronotyryn's isn't total crap. Instead of loading up on
fireballs and lightning bolts (okay, they do know Lightning Bolt), they have a solid collection of
useful spells focusing on battlefield control. A great spellcasting bind.
Darkweaver
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: These arachnoid hunters from the Plane of Shadow made their way to the Material to find
more suitable prey. They lie in ambush to sap the strength of foes, caring not for whom or what
they devour.
Advantages: Shadow Strands can be effective battlefield control - it shuts down darkvision and
blindsight, while forcing your foes to struggle to move any direction other than towards your
summon. That's effective tanking power. They have all-around vision and cap sap strength with
their bites.
Disadvantages: Awful in melee, their tentacles do terrible damage and their bite is at such a low
attack bonus that it'll rarely connect. Their strands are somewhat easy to escape from and
Freedom of Movement shuts them down completely.
Notable SLAs: Confusion, Suggestion, Darkness, Tongues, and Web 3/day, plus Shadow Walk
1/day.
Final Evaluation: I like the fact that they can shut down a wide area with their strands, though
there are plenty of ways around their abilities. Shutting down blindsight is a rather unique ability,
which might come in handy. But they're certainly not going to kill anything on their own - they
work best as a screen.
Gathra
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: These boar-like brutes are are fiendish predators on the blasted fields of Avernus in the
Hells, chasing down and devouring any prey they can catch.
Advantages: Decent tanks with reserves of HP and hefty DR.
Disadvantages: They don't do enough damage for my tastes. Most things will save against
Bellow at this level. Trample is never a great idea. Very poor reflexes.
Notable SLAs: None.
Final Evaluation: Do you really need a brute at SM VIII? Even if you do, you can easily find
something more effective than the Gathra. Skip them.
Kaorti
CR: 1
HD: 2
How to get it: SM II
Role: Caster
Fluff: Once-mortal wizards who pushed into the Far Realm, Kaorti are now a twisted race of
their own, mutated and malformed. They exist solely to transform living creatures into their
thralls and bring about the rise of the Far Realm. They are alien at best and insane at worst, so
deal carefully with them.
Advantages: They have a small selection of SLAs, which is very nice at this low of a level.
Color Spray and Ray of Enfeeblement give you some action economy in the debuffing and
control arenas. Their kaorti resin weapons have a x4 critical multiplier (not that you'll send them
into melee often). They have decent AC, too. Possible cheese alert: they can transform other
creatures into kaorti (though it requires eight hours, so this trick is bind-only), giving them -4
STR, +4 INT, +4 WIS, and +6 CHA amongst other things. You turn neutral evil (not necessarily
a bad thing for some) and "embrace the kaorti racial ethos". Plus you gotta wear a resin suit.
Disadvantages: Weak, not very healthy, and awful in most forms of combat. Not all of their
spells are that useful.
Notable SLAs: Alter Self, Color Spray, Feather Fall, Ray of Enfeeblement, Spider Climb, and
Reduce Person 1/day.
Final Evaluation: For one spell, you get three to six others. That's a pretty good deal, though not
all of them are supremely useful. Casters are quite rare at this level, so the kaorti is a fine choice
when you need some magical backup. Once their spells are depleted, have them Alter Self into a
combat form and go to town - it's the best of both worlds.
Khaasta
CR: 3
HD: 3
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: Savage lizard people who dwell in the Outlands, pillaging and plundering. They are quick
to betray any potential employers and masters, so watch out.
Advantages: Not bad in melee with a halberd. They can also throw down with a composite
longbow, if you need some ranged support.
Disadvantages: No special abilities - these guys are just brutes, and not great ones.
Notable SLAs: None.
Final Evaluation: Blah. Not impressed. Though they're mechanically sound, they lack any sort
of cool abilities and are really just another body to throw into the mix. Run-of-the-mill.
Phiuhl
CR: 11
HD: 9
How to get it: None by RAW, likely SM IX
Role: Manipulator
Fluff: Phiuhls are vengeful spirits of slain elementals that haunt the plains of the Gray Wastes.
They exist only to spread misery and death. There seems to be no reasoning with them.
Advantages: They can drain CON with their gaseous forms, or drain levels with their
dessication aura. Enemies attempting to charm them are in for a Feeblemind surprise.
Disadvantages: Low AC and middling HP for their level. Their fire damage is pitiful.
Notable SLAs: None.
Final Evaluation: While they make good debuffing clouds, they just don't do enough real
damage to be worth it. They can cripple spellcasters, however, and if you're looking to
manufacture a Wightocalypse scenario, they'd be the right choice.
Slasrath
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: These flying worms roam Gehenna and the Gray Wastes and often serve as yugoloth
mounts. They are of animal intelligence, so likely require no bargaining.
Advantages: Their poison can damage all physical stats. Their Wing Slash attack can feasibly
damage a large number of foes on a charge, and does respectable damage. Perfect fly speed.
Disadvantages: No resistances of any kind and low AC. Their fly speed is somewhat slow. Not
actually evil.
Notable SLAs: None.
Final Evaluation: Not bad for a flying mount, though other choices are faster and hardier.
Steel Predator
CR: 13
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute/Assassin
Fluff: Metal-eating cat-like predators on Acheron, Steel Predators aren't evil but are driven by
hunger and the desire to consume iron. Offer them your foes' metal items - assuming that you
don't want to loot them first.
Advantages: Three attacks a round at a respectable bonus with Pounce and Rake make them
okay combatants, and their Sundering Bite is good when you really want to deal with a
troublesome weapon or piece of armor. They have blindsight and can emit a damaging sonic
roar. Significant DR and AC. Quite stealthy.
Disadvantages: Subpar damage means you're going to have to chip away at your opponents.
You won't be able to order without telepathy or Terran writing, as it is quite deaf. Like the
Slasrath, not evil.
Notable SLAs: None.
Final Evaluation: Not quite as good in melee as the Jarilith, the Steel Predator is still useful
when you really need to sunder something. Keep them in reserve for those few times when biting
a sword in half is going to count.
Terlen
CR: 2
HD: 4
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Flying. Sharks. All you need to know.
Advantages: Quite mobile in the air, on land, or in water. They do double damage against flat-
footed opponents. Decent AC.
Disadvantages: For giant flying sharks, they sure don't do much damage with their bites. Poor
HP. No resistances. A poor grapple modifier makes their Improved Grab somewhat less-than-
inspiring.
Notable SLAs: None.
Final Evaluation: Well, they are low level which may redeem them somewhat. But they're
unimpressive damage-wise, at least compared to the fiendish ape and the celestial bison.
Varrangoin (arcanist, lesser, and rager)
CR: 11, 6, 8
HD: 8, 5, 10
How to get it: None by RAW, likely SM IX, VI, and VII
Role: Caster, Minion, and Brute
Fluff: These gargoyle-like creatures are denizens of the Abyss, though they have been pushed
out of their natural habitat by the tanar'ri. Essentially, they are demonic bat people, gathering in
flocks to harass and devour others. They are cruel and not easily controlled.
Advantages: Arcanists can cast as level 9 wizards and are immune to low-level spells. Ragers
and Lessers have breath weapons and poisonous stingers, though Ragers are the only ones likely
to use melee to decent effect with four attacks and Rend. They also can take an extra standard or
move action, which mostly just means they attack again. They can all fly, at least.
Disadvantages: They're all fairly fragile, with low CON, low AC, and poor resistances other
than their breath weapon's energy type.
Notable SLAs: Ragers can use Dispel Magic and Fear 2/day. Arcanists typically memorize
spells like Cone of Cold, Ice Storm, Vampiric Touch, Fireball, and Flaming Sphere.
Final Evaluation: The wizards are blasters and the fighters are fairly ineffective, chipping away
with plinking little claws and teeth. They're just don't cut it.
Vorr
CR: 4
HD: 3
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: Again with the doggies. Vorrs are cruel canines that roam the Abyss, lurking in shadows
and ambushing unsuspecting prey. Treat them with a pack mentality and you just might convince
them to follow you.
Advantages: Three attacks per round with 2d6 sneak attack and free trip attempts. Shadow Form
gives them a healthy array of resistances and immunities.
Disadvantages: No resistances outside of Shadow Form. Low attack bonus and damage. Not
very hardy.
Notable SLAs: None.
Final Evaluation: Better than the Hell Hound, I think. Precision damage is uncommon at this
level, so it can be nice. But the real question is this: can it stand up to the Voor? No? Thought
not. Shadow Form is nice, though, making it essentially untouchable for the duration of the
summon.
Heroes of Horror
Phantasmal Slayer
CR: 15
HD: 16
How to get it: GPB
Role: Caster/Manipulator
Fluff: These creatures are literally fear incarnate. Their motives are indiscernable beyond their
desire to spread terror - capitalize on that and let it spread fear amongst your enemies.
Advantages: They can cause an automatic Phantasmal Killer effect at a formidable DC, though
they have to hit with their incorporeal touch attacks first. They can overcome all non-metal-
based DR. Perfect fly speed, high AC, and incorporeal traits.
Disadvantages: Immunity to fear shuts them down cold.
Notable SLAs: Scare at will, plus Crushing Despair, Fear, and Ray of Exhaustion 3/day, plus
Feeblemind and Waves of Fatigue 1/day.
Final Evaluation: If you like scaring the crap out of your foes, hey, bingo. It's reasonably
tenacious in a fight, though it's not gonna do a whole lot of damage. But they can act as a
debuffer and if your foe is susceptible to fear, they're gonna be in for a rough ride.
Sandstorm
Marruspawn Abomination
CR: 19
HD: 20
How to get it: GPB
Role: Overlord
Fluff: Formed out of ill-advised experiments combining spawn magic and godsblood, this
abomination is said to be responsible for the downfall of an entire civilization. It is wrath and
malevolence given form. It might serve you if you offer it release from its prison, though it's
likely to angry about going from one imprisonment to another.
Advantages: Extremely damaging. It can turn all those around it into salt as a free action every
few rounds. Great SLAs, plenty of DR and HP. Quite possible the highest AC in this entire
guide. Blindsight and phenomenal Fast Healing. It can summon gargantuan fiendish monstrous
scorpions. An army in a can!
Disadvantages: Nothing, really. A difficult bind, with +32 Sense Motive and 25 CHA.
Notable SLAs: Parching Touch and True Seeing at will, plus Flesh to Salt, Sandform, and
Summon Monster IX 3/day, plus Symbol of Thirst 1/day.
Final Evaluation: These guys are whirling cyclones of death and devastation. They ended entire
civilizations. What have you done recently? Comparable to the Balor in my mind - and with
slightly lower CHA as well. Go for it.
Races of Stone
Earth Whisper
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Manipulator/Caster
Fluff: The Earth Whisper is a malevolent spirit from the Elemental Plane of Earth. They love to
lure miners to their doom, whether by inspiring greedy infighting in them or by a petrifying
touch. They especially despise those that plunder the depths of the earth. Perhaps you can offer
to return some treasure to the earth to appease them.
Advantages: They can turn comrades against each other with their Avarice ability, as many
enemies you will face will have material wealth of some kind. Cavern Fear can cause foes to try
to climb down steep pits and chasms, and if they have poor ranks in the skill, you might be able
to eliminate them (but only underground). Their touch attacks drain DEX and can eventually
petrify foes.
Disadvantages: Hardly a contender in a fight. Not much HP.
Notable SLAs: Stone Shape at will, plus Spike Stones and Wall of Stone 3/day.
Final Evaluation: Interesting abilities, but limited utility. They shine in caverns and subterranen
complexes, though, and stone-manipulating SLAs are always welcome in the world of Dungeons
and Dragons.
Draconomicon
Abyssal Drake
CR: 9
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The product of a horrible demonic breeding program designed to create flying mounts for
demon princes and lords, Abyssal Drake proved too wild and unruly to tame for ridership. Now
they are simply wild predators in the vast reaches of the Abyss. Dumb but willful, they can
probably be convinced to serve you simply for prey.
Advantages: A Huge flyer, which makes them an excellent potential mount. You might even be
able to fit four people on it, if you go by the squaring sizing rules. It has a nice breath weapon,
10d6 fire (half of which is divine) and a halfway decent poison attack with its stinger. Flyby
Attack makes it a mobile harrier, diving in and rending with its claws. An extremely fast flyer.
Disadvantages: By the level you get it, its Frightful Presence is useful. Awful aerial
maneuverability. Physical damage is lackluster at this point. No DR, either.
Notable SLAs: None.
Final Evaluation: I like the Abyssal Drake because it's one hell of an intimidating mount. If you
need to get somewhere fast (and can't teleport for some reason), they're not a bad bind. They're
not the heaviest hitters, but they're great skirmishers and transportation.
Miniatures Handbook
Shadow Beast (ghirrash, khumat, and thaskor)
CR: 7, 8, 9
HD: 7, 11, 13
How to get it: None by RAW, likely SM VI, VII, and VIII
Role: Brute
Fluff: Mercenary creatures from the Plane of Shadow, Shadow Beasts are ruthless yet loyal to
their evil masters. Though animalistic, they're surprisingly intelligent and should not be
underestimated based on their appearance.
Advantages: The ghirrash has five attacks per round, pounce, and two rake attacks. It also has a
permanent 50% displacement effect on it. Khumats are capable grapplers with a powerful bite
attack and plenty of natural armor. They're also fairly stealthy and great swimmers. The thaskor
is decently damaging with high AC and a stunning blast. It's also rather oddly diplomatic, with
good ranks in Bluff, Diplomacy, and Intimidate. They all have decent elemental resistances and a
high attack bonus.
Disadvantages: They all have easily-bypassed DR (except the thaskor). The ghirrash doesn't do
enough damage, and the khumat and thaskor only have one attack per round.
Notable SLAs: None.
Final Evaluation: They can be capable brutes in combat, but they're really only going to be
doing one thing: attacking, over and over again. If you're looking for a bruiser, yeah, by all
means. I don't like the ghirrash too much as it won't often overcome DR. The khumat is only
mediocre, though is good in aquatic situations. The thaskor, however, is a decent pick.
Planar Handbook
Frost Dwarf
CR: 1
HD: 1
How to get it: None by RAW, likely SM II
Role: Minion
Fluff: Frost dwarves are the descendants of a tribe of duergar abducted and forced to serve
Kostchtchie and his frost giants in the Abyss. They are cruel and domineering, but desire revenge
and freedom more than anything else - perhaps a little white lie about opposing their masters'
goals might convince them.
Advantages: Like standard dwarves, but with more CON and less CHA. They're a little
stealthier than most dwarves, and have a couple of SLAs.
Disadvantages: They have light sensitivity.
Notable SLAs: Obscuring Mist and Chill Touch 1/day.
Final Evaluation: More class level potential. Plenty of CON is nice on a summon, and the CHA
penalties just make them easier to manipulate and deceive.
Nightmare, lesser
CR: 4
HD: 6
How to get it: SM IV (replacing either fiendish dire wolf or howler)
Role: Brute
Fluff: It's like a nightmare, but lesser! Seriously. They're just not as good at plane-hopping.
Advantages: Exactly the same as the nightmare, but one CR lower.
Disadvantages: Exactly the same as the nightmare, but without Astral Projection or
Etherealness.
Notable SLAs: None.
Final Evaluation: Considering that their stats are almost exactly the same, and that lesser
nightmares lose the abilities that make nightmares phenomenal summons/mounts, there's no way
you should ever go for the lesser version. I prefer both the wolf and the howler.
Pack fiend
CR: 8
HD: 8
How to get it: SM VII (replacing Huge fiendish monstrous scorpion)
Role: Brute/Assassin
Fluff: Pack fiends were once hunting hounds of both devils and demons, though now they have
mostly thrown off the yoke of service and roam free among the Gray Wastes, preying on any
unlucky souls they can find.
Advantages: Three decent attacks per round with Pounce. They also have a STR-draining
poison. Blindsight's always nice, and they can make decent trackers.
Disadvantages: Only so-so HP and damage.
Notable SLAs: None.
Final Evaluation: Falling somewhere between a bruiser and a stealthy skirmisher and yet
somehow excelling at neither, the Pack Fiend is nothing special. Replacing the scorpion is a
decent idea (as it sucks), however, but you can replace it at the same level with better choices.
Complete Psionic
Shadow Eft
CR: 5
HD: 6
How to get it: None by RAW, likely SM V
Role: Assassin/Brute
Fluff: Drawn from the Plane of Shadow to areas touched by psychic trauma, shadow efts have
no qualm about harvesting mental energy from other sentient creatures - they feel that it is their
place to be the predators. Convince them you serve the "Unmerciful Void" - their strange shadow
god.
Advantages: They can be effective melee combatants between their decent damage, Spring
Attack, Lion's Charge, and Truevenom. Quite stealthy, especially in darkness. Shadow Body can
make them quite evasive and mobile.
Disadvantages: Not especially hardy. Avoid daylight at all costs.
Notable PLAs: Duodimensional Claw, Truevenom, and Psionic Lion's Charge 3/day, plus
Shadow Body 1/day.
Final Evaluation: Not a bad deal at all. They're available relatively low, do decent damage, and
can stay alive when things get tough. I like 'em.
Magic of Incarnum
Souleater
CR: 7
HD: 8
How to get it: SM VII as an evil caster (replacing Huge fiendish monstrous scorpion)
Role: Brute/Manipulator
Fluff: Souleaters are horrific beasts that roam the Gray Wastes, feeding off soul energy. They'll
likely only serve you if you offer them souls - a rather dubious moral endeavor.
Advantages: They emit a level-draining aura and consume the souls of the fallen to strengthen
themselves. Decent damage and three attacks.
Disadvantages: Low AC, no DR, and no SR make them relatively vulnerable. They're
vulnerable to turning.
Notable SLAs: None.
Final Evaluation: Their draining aura and consumption of souls don't discriminate between
friend or foe, making them a risky proposition. Not a great pick, but could act as a walking
debuff against casters or incarnum users.
Tome of Battle
Rakshasa, Naityan
CR: 7
HD: 9
How to get it: None by RAW, likely SM VI
Role: Brute
Fluff: Naityan rakshasa are just as domineering as their other kin, but especially enjoy drinking
blood. They collect blood like some people collect wine, holding on to slaves as kegs. They are
so bloodthirsty, in fact, that you should be able to entice them with the blood of your foes.
Advantages: Four forms that mimic Tome of Battle disciplines: Earth Serpent grants Stone
Dragon and more natural armor; Hellfire Hunter grant Desert Wind and scent; Nightcreeper
grants Shadow Hand and sneak attack; and Elusive Adversary grants Setting Sun and 60' speed.
They have phenomenal DR for their level. Good damage with their greatswords. Like all
rakshasa, skilled in the social and infiltration arenas.
Disadvantages: Their AC is a bit low. They can only use one maneuver a round - so they can't
counter if they've used one during their turn. Changing shape is a standard action, which limits
their on-the-fly adaptability.
Notable Maneuvers: Stances: Strength of Stone, Flame's Blessing, Island of Blades, and
Shifting Defense. Strikes: Mountain Hammer, Charging Minotaur, Flashing Sun, Ghost Blade,
and Shadow Garrote. Counters: Fire Riposte, Baffling Defense, and Feigned Opening.
Final Evaluation: Do you find ToB classes to be vastly superior to standard fighters? Do you
enjoy tactical combat rather than full-attack, 5' step, repeat? If so, you will enjoy the naityan.
Though it knows few maneuvers, their different forms give them excellent versatility. A great
bargain for their level.
Reth Dekala
CR: 4
HD: 5
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: The cursed remnants of a mortal race that sold their collective souls to a mighty archdevil,
the reth dekala managed to overthrow their master and now strike out on their own from
Acheron. They are forever cursed to burn in green flames until they murder their own
descendants - every last one. Honorable and bound by duty, they frequently serve others as
mercenaries. You should be able to strike an agreement easily.
Advantages: They know maneuvers from Devoted Spirit, Tiger Claw, and Iron Heart. Combat
Reflexes, decent DEX, and a reach weapon. They have an aura of acidic fire that sickens living
foes (it also can be fired as a ranged blast). Good acid/fire resistance and 50% fortification.
Disadvantages: No DR or SR. Their HP is middling. Just one attack per round. Its maneuvers
can only be used once per encounter, and it takes five minutes of meditation to recover them.
Notable Maneuvers: Stances: Martial Spirit and Thicket of Blades. Strikes: Daunting Strike,
Death from Above, Disarming Strike, and Entangling Blade. Counters: Wall of Blades.
Final Evaluation: Again, ToB creatures just beat out regular melee monsters when it comes to
options. The reth dekala are capable low-level fighters, holding the high ground and debuffing
your foes with their strikes. They get outclassed relatively quickly, but they shine while they last.
Tome of Magic
Ephemeral Hangman
CR: 7
HD: 11
How to get it: None by RAW, likely SM VII
Role: Brute/Manipulator
Fluff: These gloomy abominations are considered strange even by Plane of Shadow standards.
They enjoy preying on the weak, the defenseless, and children. They speak Undercommon,
which is a rarer choice for most summoners, so make note.
Advantages: Five decent attacks that inflict Slow on their targets. They can also squeeze
themselves to fit smaller spaces and regenerate as long as they're in shadow. Mildly stealthy.
Disadvantages: Low AC, no DR or SR.
Notable SLAs: None.
Final Evaluation: While I like the slowing tendrils, they're a bit fragile and won't stand up for
long in combat at their level. I'd rather summon something a bit more durable at this point.
Eberron Campaign Setting
Daelkyr
CR: 20
HD: 20
How to get it: GPB
Role: Overlord
Fluff: Daelkyr are the supreme tyrants of Xoriat, the plane of madness, though a number are
trapped in Khyber. They are wholly alien to mortal ways of thought, and enjoy crafting horrible
minions. Irrevocably insane, they're likely to be intractable in any dealings.
Advantages: Four good attacks per round, with each draining 1d6 points of any ability the
daelkyr desires. They can drive your enemies insane just by being close. Good AC and HP, plus
Fast Healing 5. Good SLAs. Their symbionts give them good melee and durability bonuses.
Disadvantages: Their DR is fairly low. The poison on their tentacle whip is awful. They hardly
do any physical damage with their attacks, relying on their ability damage.
Notable SLAs: Baleful Polymorph, Confusion, Dimension Door, Feeblemind, Haste, Mind Fog,
and Slow at will, plus Flesh to Stone, Stone to Flesh, and Quickened Insanity 3/day.
Final Evaluation: I'm sure you can find a way to make their ability draining work for you - most
creatures have at least one weak stat that, when drained, will cripple them. Between that and
their manipulative SLAs, I'm a fan. Not quite Balor level, but quite good.
Quori, Tsucora
CR: 7
HD: 6
How to get it: None by RAW, likely SM VI
Role: Overlord
Fluff: Quori are scheming, calculating spirits from Dal Quor, the plane of dreams. They concoct
elaborate plans to dominate mortals. Tsucora are the weakest kind of quori, but are nonetheless
intelligent and manipulative.
Advantages: Seven attacks a round, with a stinger that inflicts Phantasmal Killer. Plenty of
useful PLAs, skills, and resistances.
Disadvantages: Pathetic damage for the most part. Low AC and DR.
Notable PLAs: Body Equilibrium, Far Hand, Inertial Armor, and Psionic Scent 3/day, plus
Body Adjustment, Id Insinuation, Mindlink, Psionic Charm, and Recall Agony 1/day.
Final Evaluation: If your game is comfortable with both Eberron material and psionics, quori
are usually good picks. The tsucora, while ostensibly one of the lowest of the quori, is still an
impressive combatant. Keep in mind that the tsucora and the two from Magic of Eberron below
do not have their PLAs augmented as they should, so add in the boosts accordingly.
Rakshasa, Zakya
CR: 8
HD: 7
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Unlike other rakshasa, the zakya enjoys getting down and dirty in combat. It thrills to join
the fray, and they are often used as front-line troops by other, more powerful rakshasa. They're
not quite as mentally powerful as others of their kind, however, so should be easier to control.
Advantages: Respectable in combat with their bastard swords. Like all rakshasa, they have great
DR - 15/good and piercing (holy spears, rapiers, and bows are probably rare in the hands of your
enemies). Zakya have great armor class for their level and all the right feats for a warrior.
Disadvantages: They lack the SLA power of their fiendish brethren, though True Strike can be
handy. Their damage isn't stellar.
Notable SLAs: Chill Touch, True Strike, and Vampiric Touch 3/day.
Final Evaluation: For a fighter-type, I prefer the naityan rakshasa, but the zakya isn't bad. All
rakshasa make good tanks with their DR, but the zakya has the martial skill to really stand up in
combat where the spellcasters of the race cannot.
Magic of Eberron
Quori, Dream Master
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Inquisitors and investigators in quori ranks, Dream Masters are extremely calculating.
Their psionic might is nearly unchallenged amongst the quor - you'd best watch your step or face
life as one of their thralls.
Advantages: Four dazing attacks per round and amazing PLAs. Mind Thrust is your bread and
butter here, while Mindwipe debuffs and Hostile Empathic Transfer basically tells your enemies
"Hey I know you've had a fun time beating on me but boom screw you." They have great skills
and some powerful psionic feats.
Disadvantages: No metapsionic feats, which is somewhat disappointing for your damage
potential. Other than that, not a whole lot to pick at.
Notable PLAs: Induce Awe, Detect Hostile Intent, Mind Thrust, and Mindlink at will, plus
Mindprobe 3/day, plus Hostile Emphatic Transfer, Inflict Pain, Mindwipe, Project Quori Spirit,
and Schism 1/day.
Final Evaluation: It's not just like summoning a psion - with Schism, it's like summoning two
psions. You'll be able to throw down Mind Thrusts all combat long at 16d10 a round. That can
really add up - and Dream Masters have a host of other useful PLAs too. Top notch.
Quori, Tsoreva
CR: 5
HD: 4
How to get it: None by RAW, likely SM V
Role: Brute
Fluff: Even less powerful than the tsucora, the tsoreva are enforcers in quori society. They are
bloodthirsty, though not overly cunning, and love to battle.
Advantages: Can throw down a powerful first strike with Dissolving Weapon and a mind blade.
Disadvantages: They're soulknives. Once they punch hard, they're not going to be punching
much at all. Frightful Strike is pretty worthless, as even if they fall prey to it they're immune for
the next 24 hours.
Notable PLAs: Inertial Armor 3/day, plus Dissolving Weapon 1/day.
Final Evaluation: Not enough psionic power for my taste, and they don't live up to the
expectations built by other melee summons. No match for certain combatants at SM IV.
Secrets of Sarlona
Quori, Du’ulora
CR: 11
HD: 10
How to get it: None by RAW, likely SM IX
Role: Brute/Manipulator
Fluff: Spirits of burning rage, du'ulora thrive on causing chaos and frenzy on a battlefield. They
especially enjoy inciting rage in spell casters and power users, stripping them of their strengths
while forcing them into melee as weak little robed kittens. Beware - they seem to have it out for
you and your kind.
Advantages: Good senses. Rage is situational but can be good, especially against spellcasters -
but it can also power up your melee foes, so beware. A fast fly speed and Ghost Attack, just in
case you're up against incorporeal foes.
Disadvantages: Poor AC and damage. Their PLAs aren't as useful in combat as I'd like, and are
fairly limited. Burning Rage seems like a cool idea (they set you on fire with their minds), but
they have to constrict you first and it's not a save-or-die, it's gradated based on how badly you
fail the save. Even barbarians and fighters won't be taking that much damage from it.
Notable PLAs: Far Hand, Mindlink, and Psionic Rage at will, plus Id Insinuation, Inertial
Armor, Psionic Scent, Psionic True Seeing, and Trace Teleport 3/day, plus Body Adjustment and
Recall Agony 1/day.
Final Evaluation: While they can certainly manipulate the battlefield, sow confusion and
discord, the du'ulora can't kill a damn thing on its own. And at SM IX, it should be able to.
Quori, Hashalaq
CR: 9
HD: 8
How to get it: None by RAW, likely SM VIII
Role: Caster/Manipulator
Fluff: Hashalaqs are quori scribes and lorekeepers. They are devilishly manipulative and
intelligent - they're likely to be one of your greatest challenges.
Advantages: They can drain WIS with a touch, and send creatures into a fatal coma. They
reflect damage back on their attackers, which is a great ability for a disposable summon.
Freakishly good in social situations. Ranks in obscure knowledge skills. Between their abilities
and PLAs, they're peerless infiltrators and diplomats.
Disadvantages: Fragile and very poor in melee. Their Familiar Face ability prevents things from
attacking them - not really a great idea for your meatbags. PLAs aren't all that helpful in combat,
and aren't usable often enough for my liking.
Notable PLAs: Far Hand, Mindlink, and Psionic Charm at will, plus Body Adjustment, Ego
Whip, Inertial Armor, and Mind Probe 3/day, plus Dream, Hostile Empathic Transfer, and Mind
Thrust 1/day.
Final Evaluation: Hashalaqs are a niche pick. They are excellent at charming the pants off of
susceptible foes, but they're not going to do a lot of good in battle. When you need some help
bluffing your way into an impregnable fortress, call in the Hashalaq. When you want to throw
down a psionic barrage in combat, stick with the Dream Master.
Quori, Kalaraq
CR: 20
HD: 18
How to get it: GPB
Role: Overlord
Fluff: Kalaraqs are the undisputed masters of the quori, second only to the Dreaming Dark itself.
They are nightmare given shape and shadow, and none of them will even deign to consider you
worth their time unless you are capable of demonstrating that you are force on par with
immortals and epic heroes.
Advantages: They bring immense amounts of pain with their PLAs, especially Empowered
Energy Waves. Their attacks drain WIS, confuse, and ignore all DR. True Seeing, Greater Prying
Eyes at will, and phenomenal senses - after all, they are a cloud of eyes. They're incorporeal, and
can shift into a swarm form for further resistance while still manifesting. Supremely skilled, with
nearly every knowledge skill at high levels.
Disadvantages: Their touch attacks do pitiful damage outside of WIS damage. Their AC is a bit
low, though the 50% miss chance helps here. Just as difficult to deal with as a Balor or a Pit
Fiend, so good luck bending one to your will.
Notable PLAs: Dispel Psionics, Ego Whip, Far Hand, Inertial Armor, Mass Cloud Mind,
Mindlink, Mind Thrust, Psionic Blast, Psionic Charm, and Psionic Greater Teleport at will, plus
Energy Wave, Insanity, and Psychic Crush 3/day, plus Focused Mind Seed and Personal Mind
Blank 1/day.
Final Evaluation: If you like psionics, congratulations, here's the best psionic creature available
to you. Stun your foes, leave them burnt, seared, frozen, electrocuted, unconscious, bleeding, et
cetera. If there's a way to kill something, the kalaraq will probably figure it out. A brilliant
choice for a high-level bind.
Dragons of Faerun
Krathbairn
CR: 7
HD: 7
How to get it: None by RAW, likely SM VI
Role: Assassin/Caster
Fluff: The gargoyle-like offspring of a brown dragon and a fiend, the krathbairn are guileful and
deceptive, though not particularly intelligent.
Advantages: Good regeneration and SLA choices. Decent senses and a fast burrow speed.
Disadvantages: Unimpressive defenses and melee presence. Its SLA DCs are frightfully low.
Notable SLAs: Animate Dead, Charm Person, Command, Disguise Self, Major Image, Scare,
and Suggestion at will.
Final Evaluation: A disappointing jack-of-all-trades. Animate Dead and Major Image at will are
always helpful, though, and the burrow speed can make them excellent advance scouts in caverns
or dungeons. Not great, but they have their uses.
Monsters of Faerun
Fey’ri
CR: 2
HD: 1
How to get it: None by RAW, likely SM III
Role: Minion
Fluff: These tieflings are a special breed, a breeding experiment between a house of sun elves
and demons. As elves, fey'ri are arrogant, mysterious, and frail, but they are also power-hungry
and cunning, like their demonic progenitors.
Advantages: Good bonuses to senses and social skills. Each fey'ri has a small collection of
magical bonuses like DR or functional wings and 1/day SLAs, which can range from Enervation
to Suggestion to Dimension Door.
Disadvantages: That CON penalty is a serious crutch, giving the standard level one warrior
fey'ri 4 HP. They're not overwhelming strong in combat.
Notable SLAs: Choose from: Charm Person, Clairaudience/Clairvoyance, Darkness, Detect
Thoughts, Dimension Door, Enervation, and Suggestion.
Final Evaluation: Too fragile for my liking, the fey'ri is still a good candidate for class levels,
especially in DEX or INT based classes. I prefer the straight tiefling, though - but at least fey'ri
make elves seem nominally cool.
Myrlochar
CR: 4
HD: 6
How to get it: None by RAW, likely SM V
Role: Minion
Fluff: Fiendish servants of Lolth, the arachnid Myrlochar are bloodthirsty and full of rage.
Though nominally under Lolth's yoke, she often lets them out on tours of wanton destruction.
Advantages: Three attacks per round, and their bite can induce Hold Monster or Reverse
Gravity. They're immune to a good number of things and can levitate automatically. Always
silent. Blindsight 60'.
Disadvantages: Just awful attributes. Weak, fragile, and clumsy. They do hardly any damage at
all and are crushed underfoot like, well, spiders. Their bites offer easy saves to avoid the effects.
Notable SLAs: None.
Final Evaluation: They just won't stand up to anything, as they are far too pathetic. I'd avoid
them. Lolth really needs to choose better minions.
Tanarukk
CR: 2
HD: 5
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Tanarukks are demon-touched orcs, savage and bloodthirsty but also surprisingly tactical.
They're smarter than your average orc, though just as repulsive.
Advantages: Good STR and DEX bonuses, with their only penalties being WIS and CHA -
usually good for your purposes. Good SR for their level.
Disadvantages: Nothing glaring - they're brutes and can't do anything else.
Notable SLAs: Control Flame 2/day.
Final Evaluation: They're prime candidates for melee class levels - binding a tanarruk barbarian
is a good proposition.
Shining South
Laraken
CR: 14
HD: 15
How to get it: None by RAW, maybe SM IX
Role: Manipulator
Fluff: Native to Nishrek, the home of the orcish pantheon on Toril, the laraken is an unintelligent
viscous entity that is attracted to and feeds upon magic. They despise all beings and only leave
their homes to attack and devour. They're just barely intelligent and are likely
Advantages: Good anticasters - they have phenomenal spell resistance, and anything they
absorb they can cast right back on their next turn. Their tentacle attacks leech away high-level
spells from their targets, and they can drain magical items.
Disadvantages: Abysmal armor class and no DR makes the laraken a terrible prospect against
melee characters. None of its abilities function against arcane magic that draws on the Shadow
Weave, which may or may not be of interest to you. Binding one is a difficult proposition, as
you'll have to overcome their SR (35!) just to try.
Notable SLAs: Dimension Door at will.
Final Evaluation: If you know you're going up against a high-level caster, the laraken is a great
choice. Though not easy to bind, their spell absorption abilities are well worth it. Just watch out
for your foes' meat shields, because they'll bash it into gooey pieces without a second thought.
Unapproachable East
Mur-Zhagul
CR: 10
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Mur-Zhaguls are simply fiendish trolls, obsessed with hellfire and possessed of more
cunning than their feral kin.
Advantages: Great regeneration, which is beaten by blessed and holy weapons instead of fire
and acid (how often will you be fighting enemies with that kind of equipment?). Rend can be
damaging, and they have a decent attack bonus. A good reserve of HP.
Disadvantages: Their AC is low. No DR. They're not all that impressive in melee. Few options
outside of fighting - their SLAs are lackluster.
Notable SLAs: Burning Hands and Jump at will, plus Invisibility 3/day, plus Haste 1/day.
Final Evaluation: Not as good as other SM VIII bruisers, the Mur-Zhagul's saving grace is in its
unkillability. As with all trolls, though, watch out for that coup de grace.
Underdark
Baphitaur
CR: 2
HD: 3
How to get it: None by RAW, likely SM III
Role: Brute
Fluff: Tieflings warped into taurian abominations, Baphitaurs hate pretty much everything - but
most of all the experimentation that turned them into what they are. They despise mortals and
demons with equal fervor.
Advantages: A damaging charge attack that can end up quite brutal in a Rage. Hefty damage
with their greataxe. Good AC for their level, too. A decent tracker and scout with +8 in Search,
Spot, Listen, and Survival.
Disadvantages: Middling CON and no DR.
Notable SLAs: Darkness 1/day.
Final Evaluation: They're no Nashrou (still the golden standard of SM III), but they're a decent
choice. Another good candidate for melee class levels.
Earth Glider
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Cruising the Material for prey, the cruel earth glider is originally from the Plane of Earth.
It lurks in caves and deep, dark, places hoping to kill those unlucky souls who run into it.
Advantages: Five damaging attacks a round at a great bonus. They have a great burrow speed,
gliding through the earth. Tremorsense 60'. They also have good AC, a CHA-draining poison,
and immunity to fire. Decent senses and stealth. They also make great underground guides, with
respectable ranks in Knowledge (dungeoneering) and Survival.
Disadvantages: Their DR is low and their land speed is a bit ponderous. No spell resistance,
either.
Notable SLAs: None.
Final Evaluation: These things are some of your heaviest hitters, with a great attack schedule
and plenty of opportunity for ambush and sneaky, subterranean tactics. They are, however, quite
vulnerable to magic.
Stone Flyer
CR: 3
HD: 5
How to get it: None by RAW, likely SM IV
Role: Assassin
Fluff: It's not immediately clear why stone flyers are considered evil, since they seem to be
garden variety pack hunters, essentially wolves made of granite. They likely take sadistic
pleasure in downing their prey.
Advantages: They can use their earth glide ability while carrying a rider up to a medium load
and have a decent fly speed, making them excellent mounts both skywards and quite literally
earthwards. Okay DR and SR for their level. Tremorsense 60'.
Disadvantages: Not especially hardy nor damaging in melee. They also have an abominable will
save.
Notable SLAs: None.
Final Evaluation: A pack of stone flyers can be quite the cavalry charge, popping in and out of
rock formations with ease. While the nightmare is still my favorite mount, the stone flyer is a
close second, and certainly better underground.
Lamia Noble
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Caster/Brute
Fluff: Lamia nobles are inquisitive and scholarly, but are also given to extreme bouts of
motiveless violence. They enjoy devouring and deceiving mortals, but likely enjoy sharing bits
of obscure history or the odd riddle.
Advantages: Not bad in melee with their longspears. They can drain WIS (only one point at a
time, though, but it is potentially permanent) with touch attacks. Their Constrict is heavily
damaging, and can also drain WIS.
Disadvantages: Seventh level sorcerers won't do much for you at this point, and most of their
spell picks are crap. Low CON and AC.
Notable SLAs: Charm Person, Mirror Image, Persistent Image, and Suggestion 3/day. Sorcerer
spells include Fly, Lightning Bolt, Ghoul Touch, Mirror Image, Magic Missile, Sleep, and
Ventriloquism.
Final Evaluation: The lamia noble is too easy to kill and doesn't bring enough to the table. You
have better enchanting summons available to you at this point, as well as better grapplers and
better bruisers. They can be safely ignored.
Dragon Magazine
Akleu (Issue #348)
CR: 8
HD: 10
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: The akleu is a pack predator imported from Xoriat by the daelkyr, a transparent creature
with impossible bones and joints. Formerly assassins and servants for their daelkyr masters, they
now roam in solitude, hunting for prey. They are intelligent, but prefer animalistic existence.
Advantages: Three good attacks, with 3d6 sneak attack damage. Pounce makes them quite good
in melee. They are nearly transparent, giving their foes a 40% chance to miss them with any
mundane attack. Evasion, Uncanny Dodge, and excellent stealth and mobility skills. A
paralyzing poison and good DR.
Disadvantages: A bit light on HP and AC. No SR whatsoever.
Notable SLAs: None.
Final Evaluation: What the Babau wishes it was. It's more vulnerable to magic than I would
like, but it can easily ravage unsuspecting foes. Summon two of them to flank, and you've got
yourself one brutal combination.
Aspects
Toying with gelugons and pit fiends may be a popular past time for you,
mortal. But you seek to control the King of Hell now, even if only a pale
reflection. Such arrogance shall not go unpunished.
- An aspect of Asmodeus, Lord of the Ninth, to an upstart arcanist.
Not satisfied with rank-and-file fiends? Then allow me to introduce you to aspects. Avatars of
gods and fiendish royalty, aspects are mere shadows of their originals. Still, they possess a
portion of the power. Aspects are often skilled and wield a signature power of their master copy -
whether it is Orcus' eponymous Wand or Demogorgon's beguiling gaze. Entrapping aspects is a
risky business, however - though each aspect is independent, the danger of drawing the attention
of fell deities and fiendish overlords should give all but the most powerful summoners pause.
Besides that, most suffer from a debilitating weakness - no spell resistance. Malconvokers
beware, as summoning two aspects is considered at best nigh-impossible, and a reckless backfire
at worst - aspects are so incensed by the presence of an identical twin that they drop everything
to destroy it.
Fiendish Codex I Web Enhancement
Aspect of Baphomet
CR: 7
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Baphomet, the Prince of Beasts, is a savage demon lord who revels in carnage and
bloodshed. Though the original possesses a scientific curiosity, his aspects are brutal and exist
only to brawl. Baphomet despises Graz'zt and Yeenoghu.
Advantages: A decent combatant, with three acceptable attacks and good DR. A great charger.
His taurian cunning gives him a few advantages, like immunity to Maze and tracking. One of the
few fiends with ranks in Knowledge (nature).
Disadvantages: No SR. His iterative attacks aren't likely to hit.
Notable SLAs: None.
Final Evaluation: A capable brute, but little more. You probably have better choices in your
repertoire.
Aspect of Dagon
CR: 9
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Dagon is one of the eldest demon lords, roaming the depths of his realm in search of
knowledge and lore. His aspects are less scholarly, concentrating more on ripping apart foes or
devouring them whole. Dagon has no real enemies amongst his demonic brethren.
Advantages: A capable grappler, with constricting tentacles or a bite that can swallow your foes.
Good DR and Fast Healing. Form of Madness gives enemies penalties against aquatic foes - and
guess who has the aquatic subtype?
Disadvantages: Though his abilities concentrate on grappling, his modifier is a bit disappointing
for the level. Disappointing damage. No SR. His Form of Madness can also affect you.
Notable SLAs: None.
Final Evaluation: Eh. A bunch of grappling options, but not the modifier to back it up. His
Form of Madness is a double-edged sword. I wouldn't risk it.
Aspect of Demogorgon
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Demogorgon is truly the Prince of Demons, bestial and cunning. His aspects are not quite
as intelligent or adept with magic, but they do retain his dual nature and enchanting gaze. He is
constantly at war with Orcus and Graz'zt.
Advantages: He can take two actions per round. His Gaze attacks can charm and confuse, and
are at a respectable DC. Impressive knowledge skills.
Disadvantages: Pathetic damage. No SR.
Notable SLAs: None.
Final Evaluation: Having Charm Monster and Confuse on call as gaze attacks can handy, if
somewhat circuitous. Aspects of Demogorgon won't be tearing anything to shreds anytime soon,
quite unlike the original.
Aspect of Fraz-Urb'luu
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Caster
Fluff: A noted deceiver and summoner, Fraz-Urb'luu has only just returned to the Abyss from a
long imprisonment. He is carefully rebuilding his power base. His aspects are not as cunning, but
share his reliance on minions. Fraz-Urb'luu has no direct enemies, but few demon lords look
upon him fondly.
Advantages: Can expand your mid-level summoning power with his SLAs and Summoning
ability. Decent fly speed and good AC. Plenty of ranks in UMD.
Disadvantages: Unimpressive in melee and a bit fragile. No SR. As a summon, it's nearly
useless.
Notable SLAs: Greater Teleport at will, plus Persistent Image and Summon Monster IV 3/day,
plus Summon Monster V 1/day.
Final Evaluation: Much better as a bind, in which case it can use its summoning abilities.
Persistent Image, like all illusions, is only limited by your creativity, giving ol' Fraz plenty of
potential.
Aspect of Juiblex
CR: 8
HD: 8
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Juiblex, the Faceless Lord, is the simplest demon lord to understand - he hates all living
things and seeks only to engulf them into his oozing maw. His aspects are likely easily
comprehensible. Juiblex maintains a healthy enmity for Zuggtmoy, as they share the same realm
in the Abyss and war constantly.
Advantages: Decently mobile, what with being Amorphous. Good immunities. Decent grapple
damage with his acidic slams. Blindsight 60'.
Disadvantages: Like Dagon, a disappointing grapple modifier makes the aspect of Juiblex a
poor choice for doing practically the only thing he can. No SR.
Notable SLAs: None.
Final Evaluation: Just about on par with Dagon - though he does less damage, he can also
grapple larger creatures. But they're both poor grapplers, and should be avoided.
Aspect of Kostchtchie
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The self-proclaimed ruler of all frost giants, Kostchtchie exists only to conquer all he can
see. He has a healthy hatred for nearly everything, and only tolerates his frost giant supplicants.
A bit dull for a demon lord, he's likely easily tricked. He maintains no specific rivalry with any
other demon lord, but would rip any of them to pieces.
Advantages: A painful bruiser with his freezing iron maul. Immensely strong, he can knock
around lesser creatures with ease or throw rocks from range.
Disadvantages: Low AC and DR that's slightly easier to bypass than other aspects.
Notable SLAs: None.
Final Evaluation: The Abyssal giant is essentially the same thing as an aspect of Kostchtchie,
and it's only a level higher. It's also much better. But if you need to lay down some hammerin',
he'll serve until the other giants are available.
Aspect of Malcanthet
CR: 8
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Malcanthet is the queen of the succubi, hedonistic and seductive. She exists only to
indulge her own pleasures. While not as enchanting, her aspects are just as treacherous. She
maintains an ongoing war with Yeenoghu and a rivalry with Graz'zt.
Advantages: 5d6 sneak attack damage on an adamantine spiked chain. A good fly speed and a
WIS-draining poison. Good ranks in social skills and UMD.
Disadvantages: Not very strong and no Weapon Finesse, so her attack bonus and damage suffer.
No SR.
Notable SLAs: None.
Final Evaluation: You have better rogue-analogues available to you. Malcanthet just doesn't
live up to the same potential in combat as she does in tempting mortal souls.
Aspect of Orcus
CR: 9
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Orcus is the demon prince of the undead, twice dead and hence returned. He is bloated
and corpulent, and loves to bide his time sitting on his massive throne. His aspects wield a lesser
copy of the Wand of Orcus and are more willing to go out into the world. Orcus despises Graz'zt
and Demogorgon, and devotes nearly all of his resources to their destruction.
Advantages: Decent damage with his wand. Critical hits threaten instant death.
Disadvantages: Slow and comparable to the broadside of a barn in combat - low AC. Poor
attack bonus. No SR. Unholy weapons probably don't help you much (unless you're playing an
evil game), and the instant death criticals only threaten 10% of the time, and it's a rather easy DC
to beat.
Notable SLAs: None.
Final Evaluation: Fat, clumsy, and rather pointless. You have much better options in melee at
this level, and none of them involve summoning the demonic version of Orson Welles.
Aspect of Pale Night
CR: 7
HD: 9
How to get it: None by RAW, likely SM VII
Role: Assassin
Fluff: Pale Night is rumored to be the mother of the entire tanar'ri race, including such major
players such as Graz'zt. She is inscrutable but enjoys torturing eladrin in particular. Her aspects
maintain her ethereal nature. She has no enemies among the demon lords, with all giving her a
wide berth.
Advantages: Incorporeality and Spring Attack is an evil combination - you can pop out from
solid objects to use her CHA-draining touch attacks. With her perfect fly speed, you can play
hide and seek all combat long. Truth Beneath the Veil can leave your foes comatose and
amnesic.
Disadvantages: CHA-drain can take a long time to disable foes. Truth Beneath the Veil is
probably useless, as your enemies won't try to get a good look at her. But if they do, bam.
Notable SLAs: None.
Final Evaluation: A bit ponderous, but Pale Night can force your foes to play a deadly game of
whack-a-mole. Given enough time and the right environment, she can infuriate plenty of
enemies. She works best against foes with low CHA, obviously, so have her concentrate on
uncouth warriors and stuck-up wizards.
Aspect of Pazuzu
CR: 8
HD: 9
How to get it: None by RAW, likely SM VIII
Role: Assassin/Manipulator
Fluff: Pazuzu rules the skies over the Abyss, and is the missing link between the obyrith and the
tanar'ri. He commands the obedience of evil avians (a power his aspects share) and focuses his
efforts on corrupting the innocent. Pazuzu has few enemies, though Graz'zt has been known to
direct unkind words his way.
Advantages: A good fly speed. Four attacks a round with his greatsword and his talons. His aura
makes evil flying creatures save or waste their attacks on him.
Disadvantages: Spring Attack, not Flyby Attack, which ends up being a very poor choice. He
has a poor attack bonus. No SR.
Notable SLAs: None.
Final Evaluation: This one's a bit of a toss-up - if your DM allows a flying creature attacking
Pazuzu to know about his aura and change targets before hand, eh. But if the creature doesn't, it
wastes its action if it fails the save. That's pretty handy as a distraction against flying foes.
Aspect of Zuggtmoy
CR: 6
HD: 7
How to get it: None by RAW, likely SM VII
Role: Brute
Fluff: Zuggtmoy is the demon queen of fungi , spawning in her vast cesspools of vegetative
matter. Her aspects maintain her abilities to engulf her foes. Zuggtmoy's greatest enemy is
Juiblex, as they war constantly over the same layer of the Abyss.
Advantages: Her plant-based immunities are handy. Four attacks with good damage. She can
grapple, constrict, and engulf foes.
Disadvantages: Like many of her demonic aspect compatriots, she has a number of grappling
abilities but not the modifier to support them. Her attack bonus is low. No SR.
Notable SLAs: None.
Final Evaluation: Decidedly not a fan of this whole crappy grappler angle with the demon lord
aspects. Zuggtmoy's the lowest among them, and as such just as useless, if not more so.
Aspect of Asmodeus
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Overlord
Fluff: Asmodeus, the Lord of Ninth, Master of Nessus, and no less than the King of Hell, is a
very powerful foe indeed - perhaps one of the most dangerous in all the planes. His aspects are
blessed with his mastery of hellfire, bedeviling magic, and melee might. They likely have better
things to do than serve you (their creator has them on a tight leash), so they will require a good
deal of convincing to join your side - not to mention that their use can draw the eye of the
original.
Advantages: Certainly lives up to his reputation as the best option from this section - aspects of
Asmodeus can really lay down some pain. Violate Spell-like Ability can be useful against pesky
regenerating or healing foes - 10d8 irresistable damage (half of which is vile) is a good deal.
They have great fly speeds and good defenses like high AC, SR, and Mirror Image. When they
run out of spells they're still capable in melee. If bound, they can summon amnizus or Nessian
warhounds.
Disadvantages: STR and CON are a a bit low, but the high HD total helps with that. Susceptible
to electricity.
Notable SLAs: Chain Lightning, Hellfire Storm, Magic Circle Against Good, and Mirror Image
3/day, plus True Seeing 1/day.
Final Evaluation: Among your best blasters at this level. Hellfire Storm is great for bypassing
fire resistance, so they'll always be viable. Though they'll run out of spells quickly, they can
wade into melee and soak up a lot of attention. They've got it all: melee power, defense,
mobility, and the capacity to cause some widespread devastation against your enemies. Highly
recommended.
Aspect of Baalzebul
CR: 11
HD: 13
How to get it: None by RAW, likely SM IX
Role:
Fluff: Baalzebul, the sluglike Lord of the Seventh, occupies his current form as a punishment
meted out by Asmodeus - he used to be tall and regal, a fallen angel. Ruling over Maladomini, he
represents the sins of pride and ambition, constantly scheming to increase his prestige. His
aspects retain his sluggish, disgusting appearance and his affinity for flies. Though intelligent
and cunning, he's likely to be enticed by the promise of status and respect - his aspects even more
so.
Advantages: Disgorge Insects is a decent little breath weapon, doing 15d6 in a 60' cone. He can
also use those flies as a defense, gaining 20% concealment. He can burrow, though not quickly.
Disadvantages: Slow and slimy, with piddling slam attacks. Heavily dependent on the luck of
the roll, as you can end up having to wait six rounds before spitting out flies again. AC's just shy
of decent.
Notable SLAs: None.
Final Evaluation: A source of respectable area damage, as long as you don't use him against
anything with Evasion. But that's about all he can do - unlike an aspect of Tiamat, he's useless in
melee. I don't find that his breath weapon makes up for his shortcomings, so I can't recommend
him highly, but those flies do hurt.
Aspect of Bel
CR: 9
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Bel is the Lord of the First and spends most of his time marshaling the forces of the Hells
against the legions of chaos. Hiis aspects focus less on his tactical mind and more on his prowess
with a sword. Fighting the tanar'ri is his main goal - point him in the direction of demons
(legitimately or not) and he'll probably align himself with your cause. Beware, though - Bel is
known for treachery.
Advantages: A fairly damaging combatant in melee with a flaming greatsword, Bel is also a
halfway-decent grappler (at least, the abilities to back it up) and moderately mobile. Fairly high
AC and HP for his level.
Disadvantages: For a purported melee fighter, Bel's a little lackluster - his STR is a little on the
low side. Also, a disappointing grapple modifier makes him somewhat incapable at one of his
supposed specialties.
Notable SLAs: None.
Final Evaluation: All in all, a capable high-level bruiser, though not the best you have available
to you at this point - the Vrock still edges him out slightly in nearly all areas except raw damage.
Still, throw on Power Attack and you might be able to cleave your way through mooks.
Aspect of Belial
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Manipulator
Fluff: Belial is the deposed Lord of the Fourth, having nominally given power over to his own
daughter, Fierna. Belial's aspects maintain his silver tongue and way with words, always ready
with a quick retort or an insidious enchantment. Belial's quite the charming rogue, so beware his
honeyed demeanor.
Advantages: His cursespewing ranseur can give a foe -4 to basically everything, a potent debuff.
Does plenty of vile damage, so no healing for your foes. Decent HP and AC. A handy diplomat,
too, in case you're lacking one.
Disadvantages: The will save DC on his cursespewing ranseur is easily beaten, leaving him with
piddling damage. His DR is overcome by silver, not good, so probably more easily beaten by
your foes.
Notable SLAs: Suggestion at will, plus Charm Monster 3/day.
Final Evaluation: Same problem as practically any other Enchantment-based summon: Mind
Blank is available by now. Belial's a bit too much of a Hail Mary for my taste - his curses will
rarely stick and his SLAs are easily immunized against. I'd pass.
Aspect of Dispater
CR: 10
HD: 13
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Paranoid, cautious, and an expert defender and fortifier, Lord of the Second Dispater rules
over his the city of Dis with an iron (ha) grip. His aspects retain his power over metal and his
expertise with his heavy mace, though their versions of the weapon pale in comparison to the
original. You will have to overcome the aspect's distrust to even begin working out a deal - likely
a tough negotiation.
Advantages: Rust is a decent option against armored foes, though the save DC is a bit lackluster
(fortunately CON-based, so Augment Summoning will help). Relatively accurate in combat, too.
They can also pitch in as a rogue or mechanical expert, with ranks in Appraise, Knowledge
(architecture), Search, Open Lock, and Disable Device. He can at least summon a couple of bone
devils (though only A.) as a bind and B.) with a 50% chance).
Disadvantages: Low damage makes Dispater less than compelling in a fight. Rust means you're
destroying potential loot, which is always bad - and it's basically his signature ability.
Notable SLAs: None.
Final Evaluation: More useful out of combat than in it (though that's not saying much),
Dispater's aspects face a lot of competition at this level. Rust might come in handy if you're
barreling through a steel-clad dungeon or need to break into an armored airship, but in most
situations I'd pass without a second thought.
Aspect of Fierna
CR: 9
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: The newly-appointed ruler of Phlegethos, Fierna is hedonistic and lustful to the core. Her
aspects retain her fascination with flame and carnage. Less subtle than most archdukes of Hell,
Fierna can be lured into combat for the mere possibility of wreaking havoc with her searing,
scarring fire.
Advantages: She can be pretty handy with her Mortalbane Flameblade, tumbling through
combat and landing searing blows. She's quick and mobile, with high AC and Spring Attack. She
can also function in a limited artillery capacity with Fireball.
Disadvantages: Fire resistance shuts her down hard, as she's pathetic in melee otherwise - very
low damage and unimpressive HP. Mortalbane can only be used five times a day - and it's
unclear whether that means per casting or per hit (at least with Flameblade). I'm inclined to go
per casting, making it more effective, but if your DM rules otherwise, she becomes less useful
with her blazing blade.
Notable SLAs: Flame Blade at will, plus Dispel Magic, Fireball, and Fireshield 3/day.
Final Evaluation: If you're fighting a foe susceptible to fire, she's a decent, though not stellar
choice. But seeing as how most of your enemies will have at least token resistance to fire, she's
likely going to sit and rot in the corner of your summoning stable, undeserving of use.
Aspect of Glasya
CR: 11
HD: 13
How to get it: None by RAW, likely SM IX
Role: Assassin/Manipulator
Fluff: Daughter of Asmodeus, Glasya is the Lord of the Sixth, Malbolge. She is imperious and
arrogant, believing heavily in her own superiority. Her aspects retain her aerial mobility and her
befuddling, wisdom-sapping touch. In combat, she delights in tormenting enemies, so she might
be lured into your service by such temptations.
Advantages: One of the few flying aspects, Glasya's wings and Flyby Attack feat serve her well
- she can swoop down, drain some WIS, and soar back up out of reach. This tactic can also make
her a useful debuffer for you, lowering the will save of your foe. Decent AC.
Disadvantages: Pitiful damage with her scourge, even if it is keen. Her summoning brings some
lackluster bodies into the fray - kalabons pretty much suck by now, and an erinyes won't be
making much of a difference. She's also relatively frail.
Notable SLAs: None.
Final Evaluation: Well, against a low-WIS foe, she can be a good choice. But her method of
attack is a bit too protracted for me to heartily recommend her - she's a one-trick pony, and it's a
trick that is easily quelled. When robbed of that, she has nothing to recommend her over other
choices at this level.
Aspect of Kurtulmak
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Caster
Fluff: Kurtulmak, god of the kobolds, is conniving and without compassion - his only goal is the
survival and domination of his chosen race, especially over gnomes. His aspects concentrate on
the sorcerous power imbued in all kobolds by dragonsblood. Likely single-minded and
humorless at the negotiating table.
Advantages: Hey, getting a 12th level caster is usually a good deal. Kurtulmak's spell choices
here are pretty solidly blasty - but his summoning picks make him a good choice for a bind, as he
can bring more meat shields into play. Polymorph, Greater Invisibility, and a good array of
metamagic are all pluses too. He can also fight decently in a pinch, with good reach and damage.
Disadvantages: His DR is overcome by chaotic, so beware of using him against demons and
other minions of entropy. His spells are easily defeated by elemental resistances, so choose your
targets carefully.
Notable SLAs: None, but sorcerer spell picks include: Disintegrate, Lesser Dragon Ally,
Summon Monster V, Greater Invisibility, Polymorph, Summon Monster IV, Dispel Magic,
Fireball, Hailstones, Lightning Bolt, Alter Self, Melf's Acid Arrow, Scorching Ray, Magic
Missile, Ray of Clumsiness, and Ray of Enfeeblement.
Final Evaluation: One of the few caster types that can still throw down in a scrap, an aspect of
Kurtulmak is usually a pretty good choice. I'd prefer to bind one to make use of its summoning
abilities (and to make him use his own gold and XP to call a dragon into my service), though that
doesn't detract from its worth as a summon. A fine choice all around.
Aspect of Levistus
CR: 10
HD: 12
How to get it: None by RAW, likely SM VIII
Role: Assassin
Fluff: Levistus, Lord of the Fifth, rules from his prison deep within a glacier in the heart of
Stygia. Though sophisticated and urbane, he is consumed with the desire for revenge against
Asmodeus. His aspects retain his prowess with a rapier. He frequently plots with yugoloths and
even demons, so his loyalty to the Hells is suspect - use that to your advantage in a mercenary
bargain.
Advantages: I'm a fan of that Magebane rapier. Combined with his Precise Strike ability and his
high critical chance, an aspect of Levistus can be a decent distraction against a mage (or anything
with SLAs). With Elaborate Parry, he can also boast one of the highest ACs of your summons,
making him a good decoy against dimwit bruisers. Very mobile, too, with Spring Attack and
high ranks in Balance and Tumble.
Disadvantages: Against non-spellcasting, crit-immune critters, Levistus' aspects are incredibly
weak.
Notable SLAs: None.
Final Evaluation: A situational summon, the aspect of Levistus is nevertheless a consummate
duelist under the right circumstances. Obviously, he is best used as a caster killer, but you're
going to have to do something about their defenses first. But then, as a caster yourself, that's
practically your job anyway.
Aspect of Mammon
CR: 10
HD: 11
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: The Lord of the Third, Mammon presides over primarily over wealth and greed. He is
two-faced and deceitful, and will manipulate shamelessly to get what he wants - which is wealth,
loyalty, and power. His aspects retain the musculature of his serpentine form, winding into
combat to coil and crush their foes. He is a consummate traitor, and should be bargained with
using the utmost of care.
Advantages: Aspects of Mammon have constricting abilities, and are passable in combat. Spring
Attack lets him dart in and out of combat to harry your foes. Fairly durable, too, and can
potentially summon bearded devils or narzugons.
Disadvantages: A grappler without the raw modifier to truly succeed at it, Mammon's far from
overwhelming in melee. Low damage, low BAB, and few options to recommend it.
Notable SLAs: None.
Final Evaluation: Mammon's aspects are ironically not worth much at all. They won't scratch
most creatures' DR at the time you can summon them, and their feat selection encourages
mobility at the cost of raw power. They're ostensibly grapplers, but can't hack it. Skip them, skip
them so hard.
Aspect of Mephistopheles
CR: 11
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Mephistopheles, ruler of Cania and Lord of the Eighth, is a bitter, powerhungry devil,
always looking for an angle to depose his master, Asmodeus. His aspects share his fascination
with hellfire, a flame of his own invention, and can use that fire to sear even the most resistant
foes. They are relatively urbane and comfortable in mortal society, and frequently work with
mortal allies.
Advantages: With his flaming ranseur and his permanent hellfire shield, an aspect of
Mephistopheles is decent in melee. His wings make him more mobile than many other aspects,
and he is an excellent negotiator with high ranks in Bluff, Diplomacy, and Intimidate, as well as
a smattering of obscure Knowledge skills. Immune to cold, too.
Disadvantages: Notably weak and frail - only 15 in STR and CON. Hellfire Burst is pretty much
a non-ability - 2d6 with a save for half is crappy, even if it's impossible to resist.
Notable SLAs: None.
Final Evaluation: The aspect of Mephistopheles is meant for melee but is hardly good at it -
while he can do a bit of damage with the ranseur, his physical stats are frighteningly low for a
bruiser. Hellfire basically sucks too, and that's just about all he can do. An easy pass.
Aspect of Sekolah
CR: 13
HD: 18
How to get it: None by RAW, likely SM IX
Role: Brute/Caster
Fluff: God of the sahuagin, Sekolah is vicious, cruel, and unforgiving. His aspects retain the
merciless power of his jaws and his spacious gullet. Sekolah is aloof and does not concern
himself with even the concerns of his chosen, so dealing with him (without being devoured)
might be difficult.
Advantages: Possessing a highly-damaging bite, the aspect of Sekolah is also very mobile
(Swim-By Attack and Sahuagin Flip help out here), allowing him to dart in and out of combat,
carrying death between his serrated teeth. If a group of foes needs some softening up, boom,
Horrid Wilting. If you need to separate one from the pack, hey guess what, Swallow Whole,
Improved Grab, and the grapple modifier to make it work. Fast and durable to boot.
Disadvantages: Aquatic-only and Gargantuan. Unholy Blight will see limited use in a non-evil
campaign. AC is a touch on the low side, but Unholy Aura can boost it.
Notable SLAs: Horrid Wilting, Unholy Aura, and Unholy Blight 1/day.
Final Evaluation: Best. Aquatic. Summon. Ever. Think of it like a bigger, badder fiendish dire
shark, only with a one-shot 18d6 cannon shell added on top. Seriously. Sekolah's that good. If
you're underwater, he's your go-to guy. Err, shark.
Aspect of Graz'zt
CR: 11
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute/Manipulator
Fluff: Graz'zt is supremely seductive, a veritable obsidian Adonis. He is a formidable mage as
well, though his aspects retain little of this ability, focusing instead upon Graz'zt's proficiency
with a sword. He spends his time plotting and scheming, particularly against Orcus and
Demogorgon.
Advantages: Great in melee with his greatsword, with a good bonus and formidable damage. He
can seduce a foe into attacking its fellows as a swift action at a great DC. He also has an eldritch
blast for a ranged option. Decent AC.
Disadvantages: Sanctuary aura is fairly useless, as you want your summons to be attacked. Size
Alteration is a non-entity. Mind Blank, as always, shuts down his abilities. No SR.
Notable SLAs: None.
Final Evaluation: A good melee choice, though not quite as powerful as the abyssal giant. The
addition of beguiling abilities is nice, but again, you're high level enough that mind-affecting
abilities are easily negated.
Aspect of Obox-Ob
CR: 12
HD: 15
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Obox-Ob, once the mighty prince of demons himself, has been pushed out of the spotlight
in favor of the rising tanar'ri. A hideous amalgam of insect, arachnid, and decrepit shrunken
head, his aspects retain his power over venom and vermin. He spends most of his time raging
throughout his layer, plotting a return to power and the destruction of Demogorgon.
Advantages: Three decent attacks, Flyby Attack, and an INT-draining poison. He also releases
swarms of demonwasps when damaged, making him three creatures for the price of one, though
only when bound. Those swarms can potentially dominate and zombify your foes. Good AC and
resistances. Constant True Seeing.
Disadvantages: His damage is disappointing. No SR.
Notable SLAs: None.
Final Evaluation: Not as good offensively as other summons at this level, Obox-Ob may be a
good idea for his mobility and swarm-producing ability (again, only when bound though). I'm
not a huge fan, but he could be a hell of a distraction.
Aspect of Yeenoghu
CR: 10
HD: 14
How to get it: None by RAW, likely SM VIII
Role: Brute
Fluff: Yeenoghu is the demon lord of gnolls, convinced of his race's superiority. He is savage
and moves into combat with a triple flail. His aspects retain his melee might. Yeenoghu
particularly despises Malcanthet and Baphomet, and wages war on both.
Advantages: Pretty savage in melee, with highly-damaging stunning flail strikes. Decent AC for
his level.
Disadvantages: A fairly limited brute, with no tactical abilities or exceptional senses. No SR.
Notable SLAs: None.
Final Evaluation: Good in melee, crap at everything else. One of your better SM VIII bruisers,
though.
Miniatures Handbook
Aspect of Hextor
CR: 11
HD: 12
How to get it: None by RAW, likely SM IX
Role: Brute
Fluff: Hextor is the god of conquest and war, rampaging over anything he can. Though far from
stupid, he prefers to wade into battle with a savage glint in his eye. His aspects retain his prowess
in combat and his multilimbed attacks. His greatest enemy is his half-brother, Heironeous.
Advantages: Eight attacks per round and nigh-unbreachable DR.
Disadvantages: Low DR, AC, and attack bonus. No SR.
Notable SLAs: None.
Final Evaluation: While he certainly has a good bit of damage potential, his attack bonus is low
enough that he's going to rarely connect. Likely, Hextor won't live up to his reputation as the god
of war.
Aspect of Lolth
CR: 11
HD: 14
How to get it: None by RAW, likely SM IX
Role: Assassin
Fluff: Lolth is the goddess of the drow, cruel and calculating. Her aspects maintain her arachnid
nature and skills. Her greatest enemies are the gods of the elven pantheon, but she despises most
other beings.
Advantages: A brutal STR-draining poison at a decent attack bonus. Plenty of strange, obscure
skills. One of the few aspects with SR.
Disadvantages: Low damage and only one attack per round. Low AC and HP. Poison immunity
makes her near-useless.
Notable SLAs: None.
Final Evaluation: The foes you're likely to want to use poison on are likely foes with good Fort
saves. Given how easily poison is negated (and her lack of other options), I don't find this aspect
of Lolth to be a good idea. Use the Envoy instead.
Aspect of Nerull
CR: 12
HD: 16
How to get it: None by RAW, likely SM IX
Role: Brute/Assassin
Fluff: Nerull, Greyhawk's god of death, is known as the Foe of All Good, as he represents
malice in its purest form. He regularly consorts with fiends and the undead. His aspects reflect
his mastery of negative energy and his ability to find his way through guarded places.
Advantages: Decent damage with his scythe, and a potential undead healing battery with Inflict
Critical Wounds. He has a rather surprising complement of rogue skills, with Disable Device,
Open Lock, Appraise, Search, and Craft (alchemy).
Disadvantages: Low AC and HP. No SR.
Notable SLAs: Inflict Critical Wounds at will.
Final Evaluation: You have better rogue options. You have better melee options. But you might
not have better necrotic healing options (except perhaps the Oculus), so Nerull might be
considered for that.
Aspect of Vecna
CR: 10
HD: 10
How to get it: None by RAW, likely SM VIII
Role: Caster
Fluff: Vecna, once an exceptionally powerful lich, is now the dark god of secrets and forbidden
arcane lore. His aspects retain his skill with magic, albeit with a much more limited repertoire.
Vecna's greatest enemy is his treacherous lieutenant Kas, though he has foes ranging from Iuz
the Old to St. Cuthbert to the Lady of Pain.
Advantages: Very good scholarly skills. Undead immunities. Good against incorporeal foes
with a ghost touch dagger and magic missile at will.
Disadvantages: Very low HP, due to his lack of a CON score. Exceptionally poor in melee.
Notable SLAs: Empowered Magic Missile, at will.
Final Evaluation: At the very least, Magic Missile is always a dependable option. But it does so
little damage that summoning Vecna is like plinking away at a tank with an airsoft gun - sure,
you might get lucky eventually, but you're going to need a lot more firepower to get the job
done.
Dragon Magic
Aspect of Tiamat
CR: 13
HD: 12
How to get it: None by RAW, likely SM IX
Role: Caster/Brute
Fluff: The queen of evil dragons, Tiamat is greedy and destructive. She cares only about the rise
of her children. Her aspects retain her multiheaded capabilities, breath weapons, and poisonous
stinger. Her greatest enemy and direct opposite is Bahamut, the lord of all good dragons.
Advantages: Six damaging attacks per round with a painful CON-draining poison. Each of her
five heads can breathe a 40' cone or line of varying elemental energy every 1d4 rounds, though
only one head can do so in a given round. Great elemental resistances and attack options. Her
AC is above average for her level. Blindsense 60'.
Disadvantages: Poor maneuverability. A good reflex save combined with elemental resistances
or Evasion can shut her breath weapons down fairly easily.
Notable SLAs: None.
Final Evaluation: This version of Tiamat is much better than the Miniatures Handbook version,
and it's also one of the best aspects you have available to you. You can use her as a mobile
artillery platform, or have her deliver some severe pain in melee with her five bites. She's not the
best melee summon you have, but she's in the top ten. The version in the FCII Web Enhancement
is essentially the same, but trades damage for maneuverability. Not a fair trade in my mind -
stick with this one.
Lords of Evil
I shall not be made to serve a mortal! I will gnaw the flesh from your bones
and listen to it scream. And when you are nearly a flayed, bloody carcass, I
shall have my priests revive you, so that I may repeat the process, eternally.
Such is the penance for your presumption.
- Demogorgon, Prince of Demons, trapped in a king-size calling diagram.
A spell exists in Dragon Magazine #336 called Implore that acts as Greater Planar Binding, but
up to 24 HD, as long as you know their truenames. This allows you to bind creatures up to 28
HD, such as the extremely powerful devilish and demonic aspects from the Fiendish Codices.
Though binding a demon lord or a duke of hell is one of the quickest routes to destruction
available to a character, this guide professes to encompass nearly all playstyles - even nigh-epic
ones. Needless to say, binding such aspects should only be attempted by the most powerful (and
suicidal) characters.
Every single demon lord is available to you with this method. You can bind most of the dukes of
hell (technically still aspects, but so powerful that in most games, you might as well consider
them the real deal), but you're out of luck with Asmodeus, Baalzebul, Belial, and Mephistopheles
- their HD totals are too high for you to bind them.
Champions of Ruin
Bazim-Gorag, the Firebringer
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Overlord
Fluff: The vengeful spirit of every frog you ever blew up with fireworks.
Advantages: Bazim-Gorag is the ultimate pyromaniac in your repertoire. All of his fire-based
SLAs are automatically empowered, he has a +4 Unholy Flaming Burst glaive, and three times a
day he can cause 100 fire damage with a normal melee attack. This is in addition to his respectful
full attack schedule, hefty defenses, and his flaming aura, as well as the ability to act as an
infiltrator with high social skills and shapechanging abilities. But the feather in his flaming cap is
his Double Mind ability - he can fire off an extra standard action per round, as long as it's purely
mental. Devastating full attacks and magical might? Sign me up. He also has Leadership, but
that's the kind of gravy your DM should keep far, far away from you.
Disadvantages: As you can probably expect, fire immunity is a bit of a sore spot for him. He's a
bit sluggish on the ground, too.
Notable SLAs: Animate Objects, Chaos Hammer, Cloak of Chaos, Detect Thoughts, Fear, Fire
Storm, Greater Dispelling, Invisibility, Shatter, Telekinesis, Wall of Fire, and Word of Chaos at
will, plus Dispel Law, Divination, Hold Monster, Meteor Swarm, Power Word Stun, and True
Seeing 3/day, plus Geas/Quest, Power Word Kill, Vision, and Weird 1/day.
Final Evaluation: Against things that burn, Bazim-Gorag is a wonder of a bind. Against things
that do not, he's not nearly as effective in melee - though he's still no slouch with his wide variety
of SLAs. A choice pick.
Fiendish Codex I
To save some space, please note that all demon lords in this section have the following SLAs
at will: Astral Projection, Desecrate, Detect Good, Detect Law, Greater Dispel Magic, Greater
Teleport, Telekinesis, Unhallow, and Unholy Blight.
Baphomet
CR: 20
HD: 24
How to get it: Implore
Role: Brute
Fluff: Mess with the bull, and you get the horns.
Advantages: Pretty damaging in melee, with plenty of powerful attacks. Quick on his feet. Good
on the defensive too - he can't be caught flat-footed and has respectable AC and CON. Between
his 12d6 negative energy breath weapon and his Powerful Charge, he can provide good artillery
against a single target or cut a large swath through minions. He can summon a goristro (meh) or
a squad of bulezaus (useless). He shines against animals, with Wild Empathy and Dominate
Animal as an SLA.
Disadvantages: Bellow is easily shut down with various immunizing spells. Some parts of
Natural Cunning won't come into play very often (how often do you get Mazed?). His SLAs are
a bit lackluster, too.
Notable SLAs: Dominate Animal, Fly, and Passwall at will, plus Maze and Symbol of Fear
3/day, plus Awaken 1/day.
Final Evaluation: Solid, if unremarkable. Good in melee with passable casting abilities,
Baphomet is a big dumb wall of meat for you to hide behind - and he can summon more meat as
well. A fine defensive choice for a bind, but don't expect him to be a battle-winner all by himself.
More useful in a campaign with lots of animals and beasts, but that's unlikely at higher levels.
Dagon
CR: 22
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Manipulator/Caster
Fluff: 1d6 adventurers per round.
Advantages: Plenty of attacks per round. An excellent grappler, being Gargantuan, having 40'
reach, and possessing Improved Grab/Constrict. He can also swallow Large or smaller
opponents. He has a naturally high AC, and his Form of Madness forces creatures to take
penalties to hit against him, making him a decent tank. A devastating poison, too (3d6 CON).
Horrid Wilting is always nice to have. Good immunities (poison, mind-affecting, cold), and
respectable tanking stats: high AC, CON, DR, and Fast Healing. A very fast swim speed.
Disadvantages: His attacks aren't particularly damaging. Lackluster SLAs outside of the normal
demon lord choices. Doomsong is situational at best. He's big, so you can't really take him
dungeon crawling. His Form of Madness is annoying, but can be dealt with as long as you stay
away from the ocean and fighting aquatic creatures.
Notable SLAs: Chaos Hammer, Deeper Darkness, Fly, and Nightmare at will, plus Quickened
Greater Dispel Magic, Horrid Wilting, and Symbol of Insanity 3/day, plus Gate 1/day. Note that
Dagon, unlike his fellow demon lords, cannot cast Unholy Blight at will.
Final Evaluation: Best in an aquatic locale or campaign, Dagon is an excellent melee combatant
whose grappling and swallowing abilities will likely prove useful as control. I'm less convinced
by his spellcasting abilities, but he's extremely dangerous as a tank and lockdown warrior.
Unfortunately, he's dangerous to you as well. Certainly more avoidably so, but I still have a
kneejerk hatred of all Forms of Madness.
Demogorgon
CR: 23
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Overlord
Fluff: I'm the Prince of Demons. No, I'm the Prince of Demons! No, me! Me! Are not! Am too!
Advantages: Dual. Frigging. Actions. Five attacks per round, with Rotting tentacles (1d6 CON
drain, plus 1 every hour thereafter until healed). His gazes can be useful, either charming,
hypnotizing, or driving your opponents insane. His tail slap drains 1d4 levels with no save - quite
useful as a debuffer. And if you're really pressed, he can summon the hosts of the Abyss to your
side.
Disadvantages: His damage is actually quite pitiful for this level of play. Average reach and
speed makes him less mobile than other choices.
Notable SLAs: Contagion, Fly, and Project Image at will, plus Feeblemind and Symbol of Death
3/day, plus Dominate Person 1/day.
Final Evaluation: He's a damn twofer! He's not so much a raging warrior as he is a debilitating
tactical choice - two actions per round is extremely useful, and he can wipe away any advantages
your opponents have with his various ability and level draining powers. Failing that, he can
seriously mess them up. Hard to kill and scary to face. But I can't help but hear this tiny voice in
the back of my head saying "Binding Demogorgon is probably a bad idea."
Fraz-Urb'luu
CR: 21
HD: 24
How to get it: Implore
Role: Caster/Manipulator
Fluff: Annoying other demon lords and mortals alike since the dawn of the tanar'ri.
Advantages: He can automatically summon any other demon, though note that doing so does
not give him any sort of control over the demon. A halfway-decent grappler and imbued with
stereotypical demon lord hardiness.
Disadvantages: Pretty pathetic in melee for such a high-level monster. He's not all that mobile,
either. Lackluster SLAs and abilities - are 1d4 vrocks really going to make a difference for you?
Notable SLAs: Greater Magic Fang and Summon Monster VII at will, plus Programmed Image
and Symbol of Weakness 3/day, plus Summon Monster IX 1/day.
Final Evaluation: Ehhh. You're already a summoner. Fraz is significantly weaker at your
specialty (after all, you're built for it and all he has is Augment Summoning), and he's not exactly
going to cut it in melee either. Avoid altogether.
Graz'zt
CR: 22
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute/Manipulator
Fluff: Ebony adonis or mutant mastermind? You decide.
Advantages: Decent in melee with a +5 acidic burst bastard sword, though he sacrifices
accuracy for damage more than I'd like. Fiendishly difficult to hit in melee, with 54 AC and 50%
miss chance from Displacement. Dominate Person is a nice SLA to have in a humanoid-heavy
campaign.
Disadvantages: Frightfully few abilities - in fact, the only ones he has are his Fear-inducing
sneer and his summoning powers. Some of his SLAs are useful only in niche situations you
won't likely encounter. Not very mobile - without outside help, Graz'zt's walking around the
battlefield.
Notable SLAs: Charm Monster at will, plus Dominate Person, Empowered Unholy Blight, and
Symbol of Persuasion 3/day, plus Trap the Soul 1/day.
Final Evaluation: He's a decent decoy in combat, as he's got the highest AC out of all the
demon lords by far (Orcus takes second-place with 48) - but if your enemy is intelligent at all,
they'll likely become frustrated whiffing at him and go after you instead. Still, he's capable of
wading into melee and doing a lot of damage, dominating and scaring vulnerable enemies. Not
exactly spectacular, but plenty of points for style.
Juiblex
CR: 19
HD: 21
How to get it: GPB with Improved Calling and Infernal Bargainer, or Implore
Role: Brute
Fluff: Somebody call Venkman - this guy's a serious slimer.
Advantages: All the ooze advantages without the drawbacks, plus his own personal set of great
resistances and defenses. His acidic touch is great against armored foes, and he can spit green
slime as a free action every other round, giving him some free Con damage here and there. He's a
decent grappler, and can engulf Medium creatures to drown and/or sear them with his acidic
form.
Disadvantages: Not stellar in melee, with a weak attack bonus and poor AC. Other than Hold
Monster, his SLAs are nothing to get excited about.
Notable SLAs: Fly and Hold Monster at will, plus Quickened Hold Monster, Phase Door, and
Symbol of Insanity 3/day, plus Despoil 1/day.
Final Evaluation: He's more of a tank than anything else - his poor AC may encourage dumber
foes to focus on him, and he can soak up hits while dissolving arms and armor. Best against
human-shaped and human-sized enemies, as they're most likely to depend on equipment.
Kostchtchie
CR: 21
HD: 23
How to get it: Implore
Role: Brute
Fluff: Kostchtchie smash!
Advantages: A big dumb brute with an enormous hammer, Kostchtchie can pound away with
aplomb. His attack bonus isn't stellar due to his use of Power Attack, but if his hits connect,
they're gonna hurt. He forces a one-round stun (DC 36) if he connects with a critical hit, which is
nice. He also has respectable AC and a high HP total. Plus, barbarian rage.
Disadvantages: Almost no options outside of straight melee combat - anything with mobility
and/or trickery will outmaneuver him easily. His magical skills are sorely wanting. Sadly, his
maul only has a +1 bonus on it (you'd think a demon lord could afford something better).
Pathetic reflex save and a weakness to fire means he easily succumbs to heat.
Notable SLAs: Ice Storm and Wind Walk at will, plus Poison and Symbol of Weakness 3/day,
plus Harm 1/day.
Final Evaluation: My instinct is to pass him over - for the same spell, you could be binding
Bazim-Gorag or Bel, both of whom are much better in melee and have a multitude of other
options available to them. I'm not impressed.
Malcanthet
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Assassin/Manipulator
Fluff: Kiss and tell.
Advantages: Now this is more like it! Malcanthet, despite looking somewhat fragile, is just
made for wading into melee, with 10d6 sneak attack and a weakening gaze (that she can also use
to dominate one creature per round, though she can only maintain one thrall at a time). She gets
eight attacks per round, including a +5 shocking burst chain (making her an excellent tripmonkey
or disarm artist) and a tail sting that inflicts crippling Wis damage. She's fast, mobile, and can
sow dissension and chaos in the ranks of your enemies, even if she can't get into melee with
them. Her high AC is primarily due to a deflection modifier, meaning that unlike most of her
peers, she has a respectable touch AC.
Disadvantages: Reflect Enchantment, though cool in concept (she reflects any enchantment
spell that fails to overcome her SR back at the caster), ends up being fairly useless. Creatures
immune to critical hits will foil her quickly, as her melee damage is low without the sneak attack.
Notable SLAs: Charm Monster, Disguise Self, and Greater Command at will, plus Mind Fog
and Symbol of Persuasion 3/day, plus Mass Charm Monster 1/day.
Final Evaluation: If you can't see the allure of having the queen of the succubi fight at your
side, I just don't know what to do with you. Even without the supreme sexiness, she's awesome
in a scrap. A definite contender for one of the best binds in this power level.
Obox-Ob
CR: 22
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Manipulator
Fluff: "Hey! You tanar'ri! Get off my lawn!"
Advantages: Definitely a theme running here, with the ability to throw out tons of bugs. Obox-
Ob's venom is particularly deadly against wizards, draining intelligence quickly and turning the
victim into a fiendish scorpion if it kills. Implant Chaos is a potent debuff, inflicting 1d4 negative
levels per round until death if it succeeds. He's reasonably mobile and has Flyby Attack.
Disadvantages: His melee abilities are neither particularly accurate nor damaging, and his
Discordant Drone ability has a weak DC. His Form of Madness is useless (oh no, they'll have
nightmares! You're trying to kill them).
Notable SLAs: Giant Vermin and Summon Swarm at will, plus Creeping Doom, Quickened
Giant Vermin, Quickened Telekinesis, and Symbol of Insanity 3/day, plus Polymorph Any
Object (vermin shape only) 1/day.
Final Evaluation: If you like bugs, you'll like Obox-Ob. I'm not thrilled by him, but he has a
few potent debuffs. The problem is making them connect. Too unreliable for my liking, but he
can produce his own walls of chitin.
Orcus
CR: 22
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Caster
Fluff: Fat guy in a little coat. Except the coat is made of human flesh.
Advantages: Unlimited Enervation's never a bad thing. His Wand can cause instant death to
quite a few enemies. He's reasonably accurate in melee, and his AC is respectable (though not at
the Graz'zt level). Undead immunities without the weaknesses are definitely on the plus side.
Admirable ranks in craft (alchemy).
Disadvantages: Pitifully low DCs on his SLAs, owing to his low Charisma. His wand isn't much
better, but at least it forces a save with every touch. His attacks aren't particularly damaging.
Quite slow and sluggish. Death Ward pretty much shuts him down cold.
Notable SLAs: Command Undead and Enervation at will, plus Quickened Enervation, Finger of
Death, and Symbol of Death 3/day, plus Wail of the Banshee 1/day.
Final Evaluation: For a supposed lord of death, he's not actually all that skilled at making things
die. Easily negated and disappointingly weak at his supposed niche. I'd skip him entirely, unless
I wanted to force the Demon Prince of the Undead to make me some tanglefoot bags.
Pale Night
CR: 21
HD: 24
How to get it: Implore
Role: Manipulator
Fluff: Trust me, do NOT go in there. Wheeew.
Advantages: Quite mobile in the air, with all the advantages of incorporeality and a Charisma-
draining touch. Since she's a Charisma-fiend herself, her SLAs are potent and can definitely
swing a battlefield in your favor. Her Embrace ability is powerful, forcing an enemy to make a
Fort save at a 34 DC or be put in permanent stasis - and it stuns even on a success.
Disadvantages: She won't be dealing any damage besides her status effects and the Charisma
drain, as her martial abilities are practically non-existent.
Notable SLAs: Confusion and Magic Jar at will, plus Quickened Confusion, Insanity, and
Symbol of Insanity 3/day, plus Imprisonment 1/day.
Final Evaluation: Kind of a left-field bind, but a potent one if used correctly. She can divide
and conquer the battlefield for you, leaving your foes confused, stunned, possessed, or sunk into
a horrible nightmare of a coma. But don't expect her to draw any enemy attention away from
you.
Pazuzu
CR: 22
HD: 27
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Overlord
Fluff: And zat, little one, is how Papa Pun-Pun came to rule ze world. Now bonne nuit, bonne
nuit to you all.
Advantages: A fine attack schedule with his +3 anarchic greatsword, he's also mobile and quick,
with a decent AC and more Fast Healing than most of his peers. His Aura of Servile Avians can
force flying evil creatures to waste their attacks on him. He has two breath weapons: his
poisonous acid breath is damaging and debilitating, while his locust swarm breath can provide
some distractions for lesser minions.
Disadvantages: Wish is available on lower-level creatures without jumping through so many
hoops, so it's not really that much of a draw. His other SLA choices are lackluster at best.
Notable SLAs: Insect Plague and Wind Walk at will, plus Plane Shift and Symbol of Persuasion
3/day, plus Wish 1/day.
Final Evaluation: You've got better melee choices, but his mobility in the air (and his ability to
deal with flying foes) is nearly unmatched. Very situational, but if you know you're going up
against a dragon behemoth, he can be a helpful distraction.
Yeenoghu
CR: 20
HD: 24
How to get it: Implore
Role: Brute
Fluff: If you covered him in vegetation, you'd have yourself a grassy gnoll.
Advantages: He can do plenty of damage with his triple-headed flail, as well as potentially
causing confusion or paralysis. He's got a fairly high AC, and can summon a veritable horde of
low-level distractions.
Disadvantages: His flail's DC isn't exactly special, and he's not exactly a star in the accuracy
department. His complement of SLAs aren't especially helpful.
Notable SLAs: Bull's Strength, Fly, and Ghoul Touch at will, plus Power Word Stun, Rage, and
Symbol of Weakness 3/day.
Final Evaluation: Another mindless brute with not much else to recommend him. You've got
much better choices. No need for this one.
Zuggtmoy
CR: 21
HD: 26
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Brute/Caster
Fluff: Fear her freaky fungus.
Advantages: She's a potent grappler, with a decent modifier and the ability to drain Constitution
from foes she's engulfed. Her Plant immunities are handy and she has a decent (though not
amazing) AC. Sporegate allows her to teleport willy-nilly within a 60' radius, giving her some
much-needed mobility.
Disadvantages: Only a few of her SLAs are useful, and the DCs on them are piss-poor. She'll
rarely cause much damage in a straight melee, depending heavily on grappling to do anything at
all.
Notable SLAs: Contagion, Fly, and Wall of Thorns at will, plus Quickened Contagion,
Polymorph Any Object (fungal forms only), and Symbol of Death 3/day, plus Implosion 1/day.
Final Evaluation: She definitely falls into the grappler niche, and she's not exactly stellar at it.
Her lack of Charisma really hurts her utility and effectiveness in the SLA department. Definitely
an unnecessary pick.
Fiendish Codex II
Bel
CR: 20
HD: 22
How to get it: GPB with Infernal Bargainer and Improved Calling, or Implore.
Role: Brute/Caster
Fluff: Uncle Bel wants YOU for the Blood War.
Advantages: Bel just tears it up in melee with his flaming greatsword. He also has damaging
SLAs and great defenses, with top-notch DR and AC. A decent grappler with a deadly poison
bite. He possesses a mighty fear aura and can summon more devils to his side.
Disadvantages: A very difficult bind. His SLAs are mostly limited to blasting.
Notable SLAs: Dispel Magic, Hellfire Storm, Hold Person, Magic Circle Against Chaos, Major
Image, and Wall of Fire at will, plus Meteor Swarm and Unholy Aura 1/day.
Final Evaluation: Essentially an improved Pit Fiend (with everything that entails), Bel is a
heavy hitter of a bind - perhaps one of the best available to you at the GPB level, at least on the
same level as Balors, Klurichirs, and Molydei. Though this will likely draw the wrath of the
Hells on you, it might be worth the risk.
Dispater
CR: 21
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute
Fluff: You sit in your tower! And... nap!
Advantages: Dispater is made to essentially wade into melee and cause havoc with his rusting
grasp or at-will Flesh to Iron touch attacks. He's best against armed and armored foes. Good
tactical melee choice - decent tripper and grappler. Likely real effective against golems. He can
summon a Pit Fiend, just in case he isn't enough on his own, and is surrounded by a formidable
fear aura. Really difficult to kill, with loads of HP and resistances. Tons of crafting and rogueish
skills, if that's even a consideration at this point.
Disadvantages: His complement of SLAs is pretty pathetic, with out-of-combat divinations and
mid-level enchantment and illusions spells. He's not very damaging with that Iron Rod, either.
Notable SLAs: Charm Monster, Greater Dispel Magic, Greater Teleport, Major Image,
Suggestion, True Seeing, and Wall of Iron at will, plus Blasphemy, Locate Creature, Locate
Object, Polymorph, and Unholy Aura 3/day, plus Iron Body 1/day.
Final Evaluation: He's a good tank, but that's about all an aspect of Dispater excels at. Won't be
taking down your foes quickly - and if you're tossing around 28 HD minions you're likely
fighting some awful, awful things. Outclassed by others, but could be useful if you have him
soak up damage while continually trying to turn your foes into twisted iron mockeries of their
former selves.
Fierna
CR: 19
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Caster
Fluff: She's Bel's consort! She's Bel's daughter! She's Bel's consort AND Bel's daughter!
Advantages: Well, she certainly likes fire! Like, a lot. So much so that that's about all she can
do. Besides laying down some serious temperature-induced pain, she also has a formidable fear
aura.
Disadvantages: Fire resistance is easy to come by and really puts the hurt on her blasting
abilities. Her melee follow-up is pathetic - either piddling little claws or a lackluster Flame
Blade. The creatures she can summon are really underpowered: barbazu or hamatula. They're
little more than hors d'ouevres for your enemies by now.
Notable SLAs: Dispel Magic, Fireball, Fire Shield, Flame Blade, Greater Teleport, Suggestion,
and Wall of Fire at will, plus Dominate Person and Fire Storm 3/day, plus Meteor Swarm 1/day.
Final Evaluation: Way too easy to shut down completely. Her obsession with fire is all-
consuming - if you can't kill it with fire, Fierna won't be killing it at all. Too one-dimensional for
my tastes, so give her a well-deserved pass.
Glasya
CR: 22
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Manipulator
Fluff: A real daddy's girl.
Advantages: She has a small selection of battlefield-turning SLAs at formidable DCs. If those
fail, she's halfway-capable in melee with her scourge, and fairly mobile. She can potentially
summon a pit fiend twice per day and can drain WIS with a touch attack. She's surrounded by a
powerful confusion aura (the range of which can be extended by her Dilate Aura feat), which can
make her a great eye-of-the-storm combatant.
Disadvantages: Her SLAs are too focused on save-or-dies (and Enchantment spells, to boot),
and too limited. Her poison and disease are straight-up terrible (be unable to heal damage from
her bite attack? Really? Her bite attack sucks). Immunity to mind-affecting spells shuts her down
cold.
Notable SLAs: Charm Monster, Contagion, Greater Dispel Magic, Greater Teleport, Major
Image, Polymorph, Suggestion, and True Seeing at will, plus Dominate Person and Hold
Monster 3/day, plus Dominate Monster and Finger of Death 1/day.
Final Evaluation: She's got a lot of options at her disposal, which is nice. But she's not
particularly adept at any of them - she's not as mobile as Levistus, not as durable as Dispater, not
as damaging as Bel. I find her to be sadly inefficient at disposing of your foes. Not my first
choice by a long shot, but certainly better than Fierna.
Levistus
CR: 21
HD: 25
How to get it: Implore with Improved Calling and/or Infernal Bargainer
Role: Assassin/Caster
Fluff: Ice to meet you, Batman (Wizard).
Advantages: A potent high-level swashbuckler. He can achieve a phenomenal AC with
Elaborate Parry and Combat Expertise, rack up some extra damage (including CON damage)
against foes with discernable anatomies, and has Evasion and Spring Attack. High ranks in great
mobility skills. His SLAs are useful (though not brilliant) and he can deflect spells 1/day. When
all else fails, he can dive in with a memory-wiping, stunning touch and summon gelugons or a
pit fiend.
Disadvantages: Doesn't do much damage, even with Precise Strike - the duelist is a bad combat
archetype. Having such a high AC defeats the purpose of having a meat shield - your foe will
likely get sick of missing and move on to less agile fare.
Notable SLAs: Charm Monster, Clairaudience/Clairvoyance, Greater Dispel Magic, Greater
Teleport, Ice Storm, Major Image, Scrying, See Invisibility, Suggestion, and Wall of Ice at will,
plus Demand and Unholy Aura 3/day.
Final Evaluation: While he won't replace a rogue (owing to his lack of Disable Device and
Search ranks), Levistus can be a very mobile, agile fighter to add to your ranks. As most of your
other potential binds tend to be brute force bruisers, it's a nice change of pace - though not an
altogether better one. He's arguably more effective against casters, as he can close in and harass
them once you've grounded/dispelled them (I wish this version had the Magebane rapier that his
aspect does, as it'd be more welcome than Wounding), potentially hitting with his stunning
Amnesia Touch. An interesting pick - but not one I'd take in a heartbeat.
Mammon
CR: 21
HD: 28
How to get it: Implore with Improved Calling and Infernal Bargainer
Role: Brute/Manipulator
Fluff: Greed, for lack of a better word, is good.
Advantages: Very capable in melee and a potent grappler. Great defenses, HP, and AC. Touch
of Greed is potentially extremely hilarious, as it forces your foe to randomly attempt to steal
someone's valuables. Decent SLAs that aren't well-represented elsewhere. Decent skills, with
Appraise, Forgery, and Search. High ranks in Profession (bookkeeper), in case you ever needed
the services of a fiendish accountant.
Disadvantages: Touch of Greed could end up screwing you (what if it comes for your
valuables?). Turning into a Pit Fiend is pretty useless - Mammon is already more powerful than
one. Unholy is always such a waste of a weapon property unless you're in an evil campaign.
Notable SLAs: Charm Monster, Discern Location, Enthrall, Fireball, Greater Teleport, Major
Image, See Invisibility, and Suggestion at will, plus Hold Monster, Phantasmal Thief, and
Unholy Aura 3/day, plus Weird 1/day.
Final Evaluation: An interesting mix of melee/grappling prowess and manipulative abilities,
Mammon is probably your second best combat choice from this book, if only for powerful
crushing serpent body. Bel is a better raw fighter, but Mammon has subtler, more devious spells
and the most summoning potential out of these aspects. But seriously, Profession (bookkeeper)?
Mammon, you crack me up.
Strategizing Your Summons
"Now, ye see what ye did, laddie? Ye got Hilda here all angry. Now I'm gonna
sit back and watch while she rips yer guts out the top of yer head."
Using your summons isn't always just about choosing the right one. Though you have a wealth of
options available to you, it's also a good idea to consider other methods of power - the classic
combination of feats, spells, and items. Included below are a number of choices to consider when
looking to increase your power as a summoner, from dashing hats to massive buffs. Pay attention
to the following section, and you just might go from dabbling demonologist to the calm eye at
the center of a summoning storm, a whirling dervish of extraplanar extermination.
A few notes:
I will be concentrating almost solely on Wiz/Sorc and Cleric/Archivist entry with these lists.
Though Druids are capable summoners, they do not have access to Summon Monster on their
spell lists - therefore I will be ignoring druid-specific spells, feats, and items. Look for a druidic
summoning supplement in the future. Other classes such as the Bard, Binder, or Wu Jen have
summoning capabilities, but make for poor summoners in general and awful Malconvokers.
Feats
Augment Elemental (Magic of Eberron): Makes your elementals better, with temporary HP
and attack and damage bonuses.. Not the best choice for a Malconvoker, unless you alter the
class to work on neutral summons - in which case, it becomes a great choice.
Augment Summoning (PHB): Probably your most important feat, as it gives +4 STR and CON
to all your summons, making them more effective in melee and more durable. Requires the
comparatively less useful Spell Focus (conjuration), but you can always take the Enhanced
Summoning Alternative Class Feature to trade Scribe Scroll for this. At least, a wizard can.
Beckon the Frozen (Frostburn): A minor damage boost (1d6 cold) and the addition of the Cold
subtype on your summons. This opens up a few buffs from the same book for your creatures, but
beware their new vulnerability to fire. Optional to use, so don't when it's disadvantageous.
Chain Spell (Complete Arcane): While you can only chain single-target spells that have a
range greater than touch, this is a great metamagic for spreading buffs around. Secondary uses
allow you to toss out widespread devastation on the battlefield, so I highly recommend picking it
up. It's expensive though, at +3.
Cloudy Conjuration (Complete Mage): So many tactical possibilities for a cloud of sight-
blocking, sickening smoke. Put it between you and your enemies when you summon to gain
concealment and break line of sight for enemy targeting. Put it on blindsighted summons to give
your enemies a temporary debuff while keeping your allies in the fight. Teleport your minions
around and leave waves of divisive black smoke. One of my favorite feats, and an auto-include
in nearly every summoning build.
Demon Mastery (FCI): +1 CL when summoning demons and +2 on CHA checks to bind them.
Good for a demonic-focused summoner. Easy to alter for your own purposes, becoming Devil
Mastery, Yugoloth Mastery, et cetera.
Extend Spell (PHB): Likely one of your first metamagics. Always useful, though as a
Malconvoker you'll get it for free.
Fiendish Summoning Specialist (Planar Handbook): Allows you to freely add one evil
creature per spell level to your summoning lists. Handy if your DM is a stickler about what you
can summon. There's also a Celestial version of this, if you're so inclined.
Imbue Summoning (PHB II): A +1 metamagic, this spell allows you to enhance your summons
with a 3rd-level-or-lower buff spell for free at the time of summoning. Has to have a range of
Touch, though, which can be limiting. A few suggestions from Akalsaris: Babau Slime, Heroics,
Girallon's Blessing, Cat's Grace, Eagle's Splendor, or Heroism.
Infernal Bargainer (Races of Faerun): It's a regional feat, and only available to Outsiders. But
it adds 2 HD to your binding limits and a -2 on all attempts to escape from your traps. Makes you
that much better of a binder. Minor bonuses on a few interplanar divinations, too.
Infernal Sorcerer Heritage (PHB II): Sorcerer-only. Gives +2 to CL when summoning evil
outsiders, and minor save bonuses against fire and poison.
Invisible Spell (Cityscape): If you can slide it past your DM (because it's pretty cheesy), all of
your summons are now invisible. For free.
Metamagic School Focus (Complete Mage): 3/day, reduce the level adjustment of metamagic
in the chosen school by one. Handy.
Nexus Method (Dragon #319): Regional Greyhawk feat, Wizard-only. Lets you spontaneously
change non-Conjuration spells to Summon Monster spells. Useful if you're a generalist
summoner or a specialist in something other than Conjuration - not so useful as a Conjurer, since
most of your slots will be in the school anyway. Definitely avoid as a Focused Specialist
Conjurer.
Practiced Spellcaster (Complete Arcane): Fix that lost caster level from the Malconvoker or
other partial-progression PrC.
Rapid Metamagic (Complete Mage): Mainly for Sorcerer entry. Apply metamagic to your
summoning and still keep it down to a full round action.
Rapid Spell (Complete Divine): Gets those full-round actions down to standards for a +1
metamagic. Good for divine entry, since wizards have the Rapid Summoning ACF and Sorcerers
can take Rapid Metamagic.
Stalwart Planar Ally (Planar Handbook): Though you need a Touchstone feat first, this gives
you an auto-extend, +4 AC, and +4 to all saves on any creature you summon native to the same
plane as your touchstone. Baator or the Abyss are good choices.
Summon Elemental (Complete Mage): Treantmonklvl20 has written more elegantly about this
feat on his guide. This gives you free, unlimited elemental summoning, more handy for utility
than for combat but still just about one of the most versatile feats around. Nearly always an auto-
include.
Twin Spell (Complete Arcane): For a +4 adjustment, you can now summon twice the creatures.
With Infernal Legion, a ninth level spell could potentially get you eight Voors (if you roll well).
Dubiously useful, but an awfully cool trick.
Spells
Player's Handbook
Aid (Ench; Clr 2): Like Bless, but with some extra temporary HP. Nothing special at higher
levels.
Animal Growth (Trans; Wiz 5): Only mentioned it so you know to skip it: all of your animal
summons are either celestial or fiendish, and therefore magical beasts. So it doesn't work. If your
DM is a bit more lenient, this becomes a great buff spell to throw on some of your heftier beasts
- fiendish tyrannosaurs or fiendish dire tigers, for example, benefit significantly from the spell.
Bear's Endurance/Bull's Strength/etc. (Trans; Clr 2, Wiz 2): Strength and Endurance end up
being fairly useless for you, as they won't stack with Augment Summoning. Eagle's Splendor can
be a nice boost to a primary SLA-using summon, while Cat's Grace is always a little helpful -
more so on summons with Weapon Finesse. Owl's Wisdom and Fox's Cunning are more
situational. The Mass versions at level 6 are a harder resource to let go of - I'd rather spend my
spells at that level doing something more useful.
Bless (Ench; Clr 1): Somewhat helpful at low levels - completely useless and a waste of an
action at higher ones.
Cloak of Chaos/Holy Aura/Shield of Law/Unholy Aura (Abj; Clr 8): A potent aura, though it
has a limited radius. As a cleric, you're most likely more comfortable wading into melee, and so
it may work out in your favor. Cloak of Chaos and Shield of Law may be a bit more palatable to
your summons, as I doubt many demons or devils will appreciate being surrounded by a Holy
Aura (it may also give you away).
Displacement (Illu; Wiz 3): Short and useless against foes with True Seeing, but occasionally
helpful when an evasive tank is needed.
Enlarge Person (Trans; Wiz 1): This buff, though normally superior, really falls through when
it comes to a summoner - very few of your resources are humanoids.
Freedom of Movement (Abj; Clr 4): Resource-taxing, but handy against grapplers. Throw it on
your best summon and watch it slip out of your foe's grasp time and time again. Smarter enemies
might wise up, but not all your enemies are smart.
Haste (Trans; Wiz 3, Bard 3): A classic for a reason. Who doesn't love faster summons with
better reflexes, dodging capacity, and an extra attack? Plus, it's a mass spell, so you don't even
have to fuss about with metamagic to make it worth your while.
Heroism (Ench; Wiz 3): A potent, long-lasting buff on a single creature. The mass version can
affect your entire army. Keep in mind that it's a morale bonus, so if you have a bard in the party
or are sporting an Admiral's Bicorne, it's redundant.
Imbue with Spell Ability (Evo; Clr 4): Hey, if you want to throw some low-level buffs on a
critter that needs them, this is your spell. Heavy restrictions apply, though you can at least give
them the following: Entropic Shield, Protection from X, Shield of Faith, Resist Energy, and
Undetectable Alignment (this one in particular has some great roleplaying applications). They
cast with your caster level, not their own, so they're still potent.
Invisibility (Illu; Wiz 2): Helps you gain the edge in stealth and surprise. The greater, mass, and
superior versions are all quite helpful as well (especially the mass version, since your stock in
trade is overwhelming your enemies with veritable platoons of summons).
Jump (Trans; Wiz 1): On a creature like the bar-lgura, whose Jump check is already quite high,
the boost can allow you to hit some phenomenal DC's. But at that point, Jump's likely been made
obsolete by Fly.
Keen Edge (Trans; Wiz 3): A few of your summons have some powerful effects that take place
when they score a critical hit. This helps to bring them into play more often.
Magic Weapon, Greater (Trans; Wiz 3, Clr 4) Sometimes you need something to hit really
hard. Better as a wizard. A homebrewed mass version would be gangbusters on Legion Devils or
other soldiering fiends.
Polymorph (Trans; Wiz 4): Some dirty tricks available with this one, of course. Some of your
summons (like your gigantic vermin) have a much higher HD total than others - you can use this
headstart to polymorph them into more powerful creatures at much lower levels than you could
otherwise. A Gargantuan fiendish monstrous centipede, for example, has 12 HD and is
summonable at SM VI. A Bebilith has 12 HD as well, and is summonable at SM IX. For a 6th
level spell and a 4th level spell, you can mimic a 9th level spell.
Protection from Arrows (Abj; Wiz 2): Most of your summons have enough DR to shrug off
ranged attacks like they were nothing.
Resist Energy (Abj; Wiz 2, Clr 2): Don't buff your summons with this. Summon things with
good elemental resistances to begin with. This goes for all the various iterations of the spell:
Endure Elements, Protection from Energy, et cetera.
Shield of Faith (Abj; Clr 1): Deflection bonuses are somewhat rarer on summons, so this could
offer a needed AC boost.
Spell Immunity (Abj; Clr 4): Handy if you know what you're up against, as it can make some
encounters a walk in the park. You have to know which spells you're likely to face, however.
Protects against up to 4th level spells, while the greater version can protect against 8th level
spells.
Statue (Trans; Wiz 7): Some interesting applications for bound creatures. Hide your demonic
guardians as statues, then have them pop out when they're needed. Handy if you need the
element of surprise while guarding a static location.
Telepathic Bond (Div; Wiz 5): Very useful when you need to speak without speaking. Keep in
mind that a number of your summons already have telepathy, but this allows you to maintain
communication with them over long distances and without barking orders at them (orders that
your foes might be able to understand).
Undetectable Alignment (Abj; Clr 2): Judicious use of this and either Alter Self, Disguise Self,
or Polymorph can allow you to bring a bound fiend into even the holiest of places. Paladin
sanctuaries. Sacred temples. They'll never know the truth!
Vampiric Touch (Necr; Wiz 3): Your summons won't care if you use them as living HP
batteries. They're going to pop back to their home plane anyway! Use this on them after they've
fought valiantly and just before their duration runs out. Kind of cruel, but fiends might expect
such behavior.
Veil (Illu; Wiz 6):Useful on long-term infiltration missions. Turn your fiendish horde into a
rabble of dirty peasants, or foppish courtesans, or whatever you need.
Player's Handbook II
Animalistic Power (Trans; Clr 2, Wiz 2): It's a trap. You only get +2 DEX out of it. Avoid this
and its mass version (Clr/Wiz 7).
Blessing of the Righteous (Evo; Clr 4): It fills you and your summons with holy light, giving
damage bonuses and good-aligned weapons - likely to make your summoned/bound fiends
suspicious of your intentions, if they're not already. But it's handy to help them overcome
damage reduction against their own kind.
Burning Rage (Trans; Wiz 1): Minor attack and damage bonuses, plus low-level damage
reduction. Not a bad deal at low levels, but it does drain your minions' HP (like you care all that
much, anyway). It's also one of the few chainable buffs.
Chasing Perfection (Trans; Clr 6, Wiz 6): +4 to all attributes. Can be handy if you're really
depending on one summon or bind in particular.
Dimension Shuffle (Conj; Wiz 5): You are the Chessmaster. Rearrange your pieces how you
see fit.
Dimension Step (Conj; Wiz 3): All your minions get to teleport their speed. Good for a quick
advance or a tactical shuffle.
Etherealness, Swift (Trans; Clr 5, Wiz 5): Swift-action etherealness can have advantages, even
if it's only for a round.
Insight of Good Fortune (Div; Clr 2, Wiz 2): Rerolls are always nice, even if you can only do
so once per casting.
Magic Convalescence (Conj; Clr 5): Summon a host of SLA-using summons. Watch them heal
you as they destroy your enemies. Nice.
Master's Touch (Div; Clr 2, Wiz 2): You won't need to boost your minions' skills very often,
but when you do, this is the cheap and easy way to do it.
Mystic Surge (Univ; Wiz 4): You're a better caster than whatever you'd be using this on. Niche
spell.
Regroup (Conj; Wiz 3): When you're in a jam and need backup, Regroup will bring your
friends back to you. Handy for your own protection or to rescue your allies and minions from
certain doom.
Renewed Vigor (Trans; Clr 4): Remove fatigue and give all allies a +2 bonus to CON
(untyped!).
Share Talents (Trans; Clr 2, Wiz 2): Some of your summons have good ranks in good skills.
This can help you (or even them) out. Again, I don't recommend wasting spells on improving
your summons' skills very often - but sometimes it can be worth it.
Spell Compendium
Amorphous Form (Trans; Wiz 3): A double-edged sword. You get a much better infiltrator
and spy, but they lose the capacity for combat and spellcasting, as well as all Su abilities. But it's
better to send in an amorphous summon or bind than yourself or a party member.
Armor of Darkness (Abj; Darkness 4): Good deflection bonuses and resistances to holy
attacks, if you're an evil cleric type.
Attune Form (Trans; Clr 3, Wiz 4): Taking a bunch of devils to the Abyss? Taking flammable
friends to the Elemental Plane of Fire? Bam. No more worries.
Aura of Evasion (Abj; Clr 5, Wiz 6): Handy against dragons and other breath-weapon types.
Only handy against dragons and other breath-weapon types.
Babau Slime (Trans; Abyss 3, Wiz 1): Good for low-level grapplers, with a duration long
enough to be handy on a few lesser binds. Quickly outscaled, unfortunately, as 1d8 acid damage
isn't all that much.
Baleful Transposition (Conj; Wiz 2): Bad guy hiding behind a tall tower or ominous barricade?
Not anymore. Now he's smack dab in the middle of your party, and an angry gelugon is amidst
his minions.
Battle Hymn (Ench; Wiz 4): Lets you and your party reroll Will saves once per round - handy
against manipulative foes.
Beastland Ferocity (Ench; Wiz 1): Useless on summons. Lets your binds fight harder when
near death.
Benign Transposition (Conj; Wiz 1): One of the best tactical spells in your repertoire. Swap
allies and minions like chess pieces. Avoid sticky situations and grapples.
Blessed Aim (Div; Clr 1): If you have Erinyes, Spinagons, or Arrow Demons on your side, this
is a cheap, long-lasting buff for their attacks.
Blindsight (Trans; Clr 3): Blindsight is good. But likely not worth another spell. If you need it,
summon something with it already - it's not like you have a shortage of them anyway.
Brilliant Aura (Trans; Clr 8, Wiz 7): Your army now ignores armor bonuses. Handy against
tanks, but beware - you cannot harm the undead or constructs now.
Cloak of Bravery (Abj; Clr 3): Fearful minions are useless minions.
Conviction, Mass (Abj; Clr 3): An eventual +5 to all your allies'/minions' saving throws.
Situationally useful.
Crown of Glory (Ench; Glory 8): You become Super-Commander, handing out +4 morale
bonuses and temporary HP like candy on Halloween.
Divine Agility (Trans; Clr 5): If you need +10 to DEX on a summon, this will provide. More
useful that Augment Summoning on summons with Weapon Finesse.
Divine Protection (Ench; Clr 2): AC and save bonuses for you and your minions. Also, Thor
hands you a condom.
Draconic Might (Trans; Wiz 5): Better on binds. On summons, it only offers +4 CHA and +4
NA, which still might be a tempting proposition - just not for a level five spell.
Fly, Mass (Trans; Wiz 5): Give your landbound minions better maneuverability. Almost a no-
brainer - Fly's just that good.
Foundation of Stone (Trans; Clr 1): Sacrifice mobility for slightly better defenses. Not a good
trade normally, but might have one or two situational uses.
Fuse Arms (Trans; Clr 2, Wiz 2): Mariliths, lagathti, umbral glooms, etc., all might possibly
benefit from this. You're trading attacks away, though, but the greater STR might be worth it in
non-combat situations.
Girallon's Blessing (Trans; Clr 3, Wiz 3): Potentially four extra attacks on a summon! Though
their damage is a bit low, this is a great spell for mixing it up in melee.
Hamatula Barbs (Trans; Clr 3, Wiz 3): Hey, it's like Babau Slime, only two levels higher and
less useful!
Heroics: (Trans; Wiz 2): Grants a fighter bonus feat for a long time. Plenty of options and
possibility here. Two words: Martial Study. Two other words: Mage Slayer.
Invisibility, Superior (Illu; Wiz 8): Pretty good on powerful summons and binds. Downright
evil on sneak-attackers.
Ironguard, Lesser (Abj; Wiz 5): Immunity to nonmagical metal and the ability to pass right
through it. Now your burrowing minions can explore the entire dungeon. The normal version
(Wiz 7) allows you to ignore magical metal, too. Pity about the short duration, though.
Life's Grace (Abj; Clr 5): Death Ward Mk. II. Anti-undead.
Mage Armor, Greater (Conj; Wiz 3): +6 armor bonus to your creature - most of your creatures
have natural armor, so this stacks. Great.
Mage Armor, Mass (Conj; Wiz 3): Only +4, but affects many more creatures. The Paragnostic
Apostle from Complete Champion has an ability called Mind Over Matter that increases all
armor bonuses from spells by 2 - this spell and that class thus have quite a bit of synergy. +6 AC
to all my summons for one spell? I'll take it.
Mountain Stance (Trans; Wiz 2): When you need a summon to hold its ground against
overwhelming odds or to block an escape route, use this.
Programmed Amnesia (Ench, Wiz 9): "For as long as Arkalex the Balor could remember, his
entire reason for existence had been to serve and protect his dearest friend and adored master, a
frail human wizard." An extremely compelling case for not banning Enchantment.
Recitation (Conj; Clr 4, Purification 3): Luck bonuses are nice, as they're somewhat rarer than
morale or enhancement. You probably won't worship the same deity as your fiends, but hey, +2's
still not bad.
Reflective Disguise, Mass: (Illu; Wiz 6): Good for infiltration or passing your minions off as
"normal."
Resurgence, Mass (Abj; Clr 3): If the crap hits the fan, this can give you and yours a second
chance.
Righteous Wrath of the Faithful: (Ench; Clr 5): Now THIS is why you play a cleric
summoner. Extra attacks and hefty combat bonuses. A very potent melee buff.
Shadow Phase (Trans; Wiz 3): Displacement Plus. 50% miss chance on mundane attacks, with
20% on everything else. Make your summons more elusive.
Shield of Faith, Mass (Abj; Clr 4): Mass deflection. Spread out the types of bonuses to
maximize your benefits.
Snake's Swiftness, Mass (Trans; Wiz 3): Instant attack for all your allies. Potentially tide-
turning.
Spiderskin (Trans; Wiz 3): Bonuses to NA, saves against poison, and Hide. Useful on sneakier
summons.
Valiant Fury (Trans; Courage 5): Bonuses that stack with Augment Summoning and an extra
attack - good stuff. A pity it only works on one creature.
Wings of Air (Trans; Wiz 2): Improves your flying minions' maneuverability by one step -
could be good for an aerial battle. The Greater version (Wiz 4) improves it by two steps. It'd be
quite good on a Malebranche, for example.
Collector of Stories: A +5 bonus to identify creatures is really useful to you, as knowing your
extraplanar creatures is key to success. You can't call one up you don't know about, for example.
Makes a lot of sense fluff-wise, too, as you can be a walking encyclopedia of planar
monstrosities.
Conceal Spellcasting: Always, always get this if you can spare the points in Sleight of Hand.
Hiding your spellcasting has so many uses. No attacks of opportunity, for example. A sneaky
summoner is a living summoner.
Swift Concentration: Though as with Extraordinary Concentration in the Feats section above
this is questionably legal, this trick allows you to maintain concentration (say, on an Elemental
Monolith) as a swift action, opening up the rest of your turn for more summoning.
Items
Admiral's Bicorne (Stormwrack, 51,000 gp): Quite possibly my favorite item ever. While its
+5 to Profession (sailor) checks doesn't help you much, the +5 untyped bonus to all charisma
checks does, and it also gives you and all your allies a +2 morale bonus on attack rolls, skill
checks, and saves. That's a potent buff right there - not only does it make your summons more
effective in combat, but it also makes you better too, as well as increasing your Bluff checks by a
hefty amount. It's also quite useful for binding, as the battle of wills involved is in fact a
charisma check.
Choker of Eloquence, Greater (Complete Adventurer, 24,000 gp): +10 to Bluff checks. Need
I say more? Gives the same bonus to Diplomacy and Perform (sing), but you probably don't care
about that too much.
Circlet of Persuasion (Dungeon Master's Guide, 4,500 gp): Successfully binding a creature
requires a Charisma check. This item gives you +3 to such checks. Competes for space with the
Headband of Intellect, but still handy (especially if relegated to another item slot).
Cloak of Charisma +2/+4/+6 (DMG, 4,000-36,000 gp): Most important for Cha-based
summoners, but also handy to increase Bluff and Charisma checks even for shut-in antisocial
wizards who dumped it at chargen.
Headband of Intellect +2/+4/+6 (DMG, 4,000-36,000 gp): Obvious, but still useful. Crucial for
wizards and/or archivists.
Mask of Lies (Magic Item Compendium, 4,500 gp): That +5 competence bonus to Bluff is
always handy for a Malconvoker, and having your alignment undetectable can definitely sidestep
problems with fiends who can detect good. Disguise Self is just gravy.
Masterwork Tools (DMG, 50 gp each): Always handy - that +2 bonus isn't much by itself, but
it helps. I like a bound encyclopedia set, one for each Knowledge skill: only costs 500 gp.
Getting one for Bluff, Concentration, and/or Spellcraft should also be high on your list. The
disadvantage is that each one weighs a pound, and lots of them add significant weight to your
likely-low-strength caster.
Periapt of Wisdom +2/+4/+6 (DMG, 4,000-36,000 gp): Important for cleric/archivist entry -
stat boosting items shouldn't really need to be mentioned, but I do so for completion's sake.
Ring of Mighty Summons (Complete Mage, 14,000 gp): Three times per day, you can
summon creatures with maximum hit points. This does however halve their duration, but as a
Malconvoker (or with Extend Spell), you're breaking even.
Robe of Mysterious Conjuration (MIC, 10,000 gp): Not crucial, but handy: three times a day,
you can spontaneously convert any spell into a summon monster spell of the same level. You
likely won't be running out in the first place, but anything that increases your versatility with
your summons is a good deal.
Scrolls of Uncertain Provenance (MIC, 8,000 gp): Though they have alignment restrictions
(LG, LN, LE, or N), a +5 competence bonus to all Knowledge skills is great for monster
identification.
Worldmeet Glade (CM, 18,000 gp): Though it's a magical location and not an item per se, it's a
goddamn steal. It basically gives you a blanket untyped +2 bonus to nearly everything: HP per
HD, attack and damage rolls, saves, skill checks, and ability checks. It's clearly overpowered
(there are no restrictions on its usage per RAW), but a must-have for every summoner.
Favorite Summons and Final Thoughts
Available Summons by CR
Demons
1: Mane (FCI)
2: Abyssal Maw (MMII), Abyssal Skulker (MMII), Dretch (MMI), Nashrou (MMIV), Quasit
(MMI)
3: Air Demon (DrC), Carnage Demon (MMV), Gadacro (MMV), Incubus (DrM 353), Maurezhi
(FF), Rutterkin (FCI), Wrackspawn (MMIV)
4: Abyssal Eviscerator (MH), Ash Demon (DrC), Ekolid (FCI), Guecubu (FCI), Skulvyn (FF),
Water Demon (DrC)
5: Abyssal Ravager (MMII), Bar-lgura (FCI), Cambion (EDP), Earth Demon (DrC), Jovoc
(MMII), Nabassu, juvenile (MMII), Skurchur (DrM 333)
6: Artaaglith (GW), Aspect of Zuggtmoy (FCI WE), Babau (MMI), Broodswarm (FCI),
Caligrosto (DrM 360), Ice Demon (DrC), Uridezu (MotP)
7: Armanite (FCI), Arrow Demon (MMIII), Aspect of Baphomet (FCI WE), Aspect of Fraz-
Urb'luu (FCI WE), Aspect of Pale Night (FCI WE), Fire Demon (DrC), Succubus (MMI)
8: Ankashar (DrM 341), Aspect of Juiblex (FCI WE), Aspect of Malcanthet (FCI WE), Aspect
of Pazuzu (FCI WE), Dybbuk (FCI), Palrethee (MMII), Shadow Demon (BoVD), Solamith
(MMV), Yochlol (FCI)
9: Aspect of Dagon (FCI WE), Aspect of Demogorgon (FCI WE), Aspect of Orcus (FCI WE),
Bulezau (FCI), Carnevus (EDP), Mavawhan (DrM 345), Vrock (MMI), Whisper Demon
(MMIV), Zovvut (MMII)
10: Adaru (MMV), Alkilith (FF), Aspect of Kostchtchie (FCI WE), Aspect of Yeenoghu (EDP),
Bebilith (MMI), Cataboligne (ERCG), Cerebrilith (XPH), Chasme (FCI), Draudnu (MMV),
Laghathti (FCI)
11: Aspect of Graz'zt (EDP), Hezrou (MMI), Kastighur (MMIV), Retriever (MMI), Wastrilith
(FF)
12: Aspect of Obox-Ob (EDP), Ghour (LEoF), Lilitu (FCI), Manitou (DrM 359), Turagathshnee
(DrM 312), Vathugu (DrM 337)
13: Glabrezu (MMI), Jarilith (MMII), Oculus (EDP)
14: Belairon (ST), Blood Fiend (FF), Kelvezu (MMII), Nalfeshnee (MMI), Verakia (DrM 357)
15: Anzu (DrM 329), Nabassu, mature (FCI), Orlath (ST), Sibriex (FCI)
16: Golothoma (EE), Goristro (FCI), Uzollru (DrM 349)
17: Klurichir (FF), Marilith (MMI), Sorrowsworn Demon (MMIII)
18: Deathdrinker (MMIV), Myrmyxicus (FF)
19: Juiblex (FCI), Molydeus (FCI)
20: Balor (MMI), Baphomet (FCI), Yeenoghu (FCI)
21: Fraz-Urb'luu (FCI), Kostchtchie (FCI), Malcanthet (FCI), Pale Night (FCI), Zuggtmoy (FCI)
22: Dagon (FCI), Graz'zt (FCI), Obox-Ob (FCI), Orcus (FCI), Pazuzu (FCI)
23: Demogorgon (FCI)
Devils
1/2: Kalabon (FCII)
1: Lemure (FCII)
2: Imp (MMII), Imp, filth (FF), Imps of ill humor (DrM 338), Nupperibo (FCII)
3: Advespa (MMII), Imp, bloodbag (FF), Imp, euphoric (FF), Legion Devil (FCII), Sand Devil
(DrM 306)
4: Abishai, white (FCII), Glass Devil (DrM 306), Spined Devil (FCII)
5: Abishai, black (FCII), Bearded Devil (MMI), Marrash (MMII), Narzugon (FCII)
6: Abishai, green (FCII), Chain Devil (MMI), Desert Devil (Sand), Gulthir (MMV), Kocrachon
(BoVD), Obsidian Devil (DrM 306), Spiked Devil (DrM 306), Steel Devil (FCII)
7: Abishai, blue (FCII), Amnizu (FCII), Coal Devil (DrM 306), Harvester Devil (FCII), Hellcat
(MMI), Pain Devil (FCII)
8: Abishai, red (FCII), Erinyes (MMI), Maelephant (FF), Orthon (FCII)
9: Aspect of Bel (FCII WE), Aspect of Fierna (FCII WE), Bone Devil (MMI), Stitched Devil
(MMV)
10: Aspect of Belial (FCII WE), Aspect of Dispater (FCII WE), Aspect of Levistus (FCII WE),
Aspect of Mammon (FCII WE)
11: Aspect of Baalzebul (FCII WE), Aspect of Glasya (FCII WE), Aspect of Mephistopheles
(FCII WE), Assassin Devil (FCII), Barbed Devil (MMI), Death Devil (DrM 353), Death Hurler
(DrM 309), Pleasure Devil (FCII)
12: Aspect of Asmodeus (FCII WE), Ayperobos Swarm (FCII)
13: Ice Devil (DrM 306), Lead Devil (DrM 306), Scyllan (Sto)
14: Logokron (TM), Malebranche (FCII)
15: Horned Devil (MMI), Remmanon (MMV), Xerfilstyx (FCII)
16: Ghargatula (BoVD)
17:
18: Paeliryon (FCII)
19: Fierna (FCII)
20: Bel (FCII), Pit Fiend (MMI)
21: Dispater (FCII), Levistus (FCII), Mammon (FCII)
22: Glasya (FCII)
Others
1/2: Skiurid (MMIV), Maeluth (FF), Tiefling (MMI), Wispling (FF)
1: Abrian (FF), Arrow Battleloth (DrM 306), Bladeling (MMII), Frost Dwarf (PH), Githyanki
(MMI), Howler Wasp Drone (MMIV), Kaorti (FF), Kython Broodling (BoVD), Windrazor
Windblade (MMIV)
2: Axe Battleloth (DrM 306), Baphitaur (Und), Crossbow Battleloth (DrM 306), Demonhive
Attendant (MMIV), Demonhive Swarm (MMIV), Fey'ri (MoF), Pick Battleloth, Tanarukk
(MoF), Terlen (FF), Vargouille (MMI)
3: Cranial Encyster (DrM 330), Hell Hound (MMI), Howler (MMI), Khaasta (FF), Kython
Juvenile (BoVD), Flamebrother Salamander (MMI) Simpathetic (DrM 351), Skeroloth (FF),
Spiked Chain Battleloth (DrM 306), Stone Flyer (Und), Sword Battleloth (DrM 306), Yeth
Hound (MMI)
4: Barghest (MMI), Myrlochar (MoF), Lesser Nightmare (PH), Reth Dekala (ToB), Urquirsh
(DrM 358), Vaath (BoVD), Voor (MMIV), Vorr (FF), Windscythe Windblade (MMIV)
5: Achaierai (MMI), Greater Barghest (MMI), Canoloth (MMIII), Corruptor of Fate (MMIV),
Draegloth (DotU), Earth Whisper (RoS), Harakin (FF), Howler Wasp Queen (MMIV), Kython
Adult (BoVD), Nightmare (MMI), Rejkar (MMIII), Shadow Eft (CP), Shadow Mastiff (MMI),
Tsoreva Quori (MoE)
6: Demonhive Queen (MMIV), Malfera (DrM 343), Mezzoloth (MMIII), Salamander (MMI),
Varrangoin (FF), Xill (MMI).
7: Dao (MotP), Ephemeral Hangman (ToM), Gloom Golem (MMIII), Krathbairn (DoF), Naityan
Rakshasa (ToB), Ghirrash Shadow Beast (MH), Slasrath (FF), Souleater (MoI), Tsucora Quori
(EBCS)
8: Akleu (DrM 348), Echinoloth (Storm), Efreeti (MMI), Kaortic Hulk (DrM 330), Kython
Impaler (BoVD), Pack Fiend (PH), Zakya Rakshasa (EBCS), Khumat Shadow Beast (MH),
Varrangoin Rager (FF)
9: Abyssal Drake (Drac), Dune Stalker (MMII), Red Ethergaunt (FF), Hashalaq Quori (SoS),
Nessian Warhound (MMI), Night Hag (MMI), Piscoloth (FF), Thaskor Shadow Beast (MH),
Vaporhigu (MMII), Vultivor (FF)
10: Aspect of Vecna (MH), Darkweaver (FF), Gathra (FF), Marraenoloth (MMII), Mur-Zhagul
(UE), Nycaloth, Rakshasa, Noble Salamander (MMI), Shrieking Terror, five-headed (MMIII),
Yagnoloth (MMII)
11: Abyssal Giant (EDP), Asag (DrM 334), Aspect of Hextor (MH), Aspect of Kurtulmak (FCII
WE), Aspect of Lolth (MH), Farastu Demodand (FF), Dream Master Quori (MoE), Du'ulora
Quori (SoS), Kyra (DrM 338), Kython Slaymaster (BoVD), Lamia Noble (EDP), Mivilorn
(MMIII), Cauchemar Nightmare (MMI), Phiuhl (FF), Radiant Idol (Sharn), Naztharune
Rakshasa (MMIII), Shadurakal (FF), Umbral Gloom (DrM 353), Varrangoin Arcanist (FF)
12: Aspect of Nerull (MH), Astral Stalker (MMIII), Earth Glider (Und), Envoy of Lolth (EDP),
Ethereal Slayer (MMII), Greater Abyssal Basilisk (MMI)
13: Aspect of Sekolah (FCII WE), Aspect of Tiamat (DM), Death Slaad (MMI), Kelubar
Demodand (FF), Ember Guard (MMV), White Ethergaunt (FF), Hellchain Weaver (DrM 343),
Kython Slaughterking (BoVD), Shrieking Terror, ten-headed (MMIII), Steel Predator (FF),
Ultroloth (MMIII)
14: Black Beast of Bedlam (DrM 355), Laraken (ShS), Odopi (MMIII), Rukarazyll (MMII),
Steelwing (MMV)
15: Shator Demodand (FF), Phantasmal Slayer (HoH), Ak'chazar Rakshasa (MMIII)
16: Ethereal Defiler (MMV)
17: Arcanoloth (MMII), Black Ethergaunt (FF)
18: Spirrax (MMV)
19: Chronotyryn (FF), Marruspawn Abomination (Sand)
20: Daelkyr (EBCS), Kalaraq Quori (SoS)
II: Abrian (FF), Abyssal Skulker (MMII), Arrow Battleloth (DrM 306), Bladeling (MMII), Frost
Dwarf (PH), Githyanki (MMI), Kaorti (FF), Kython Broodling (BoVD), Howler Wasp Drone
(MMIV), Lemure (FCII), Mane (FCI).
III: Abyssal Maw (MMII), Axe Battleloth (DrM 306), Baphitaur (Und), Crossbow Battleloth
(DrM 306), Demonet Swarm (MMIV), Demonhive Attendant (MMIV), Dretch (MMI), Fey'ri
(MoF), Hell Hound (MMI), Imp (MMI), Kalabon (FCII), Khaasta (FF), Nashrou (MMIV),
Nupperibo (FCII), Pick Battleloth (DrM 306), Quasit (MMI), Tanarukk (MoF), Terlen (FF),
Vargouille (MMI), Windrazor (MMIV).
IV: Abishai, white (FCII), Abyssal Ravager (MMII), Advespa (MMII), Air Demon (DrC),
Carnage Demon (MMV), Cranial Encyster (DrM 330), Gadacro (MMV) , Howler (MMI), Imp,
bloodbag, euphoric, and filth (FF), Imps of ill humor (DrM 33), Incubus (DrM 353), Kython
Juvenile (BoVD), Legion Devil (FCII, Lesser Nightmare (PH), Rutterkin (FCI), Flamebrother
Salamander (MMI), Sand Devil (DrM 306), Simpathetic (DrM 351), Skereloth (FF), Skulvyn
(FF), Skurchur (DrM 333), Spiked Chain Battleloth (DrM 306), Spined Devil (FCII), Stone Flyer
(Und), Sword Battleloth (DrM 306), Voor (MMIV), Vorr (BoVD), Windscythe (MMIV),
Wrackspawn (MMIV), Yeth Hound (MMI).
V: Abishai, black(FCII), Abyssal Eviscerator (MH), Achaierai (MMI), Ash Demon (DrC),
Barghest (MMI) Bar-lgura (FCI), Bearded Devil (MMI), Cambion (EDP), Canoloth (MMIV),
Draegloth (DotU), Earth Demon (DrC), Earth Whisper (RoS), Ekolid (FCI), Glass Devil (DrM
306), Guecubu (FCI), Harakin (FF) Howler Wasp Queen (MMIV), Jovoc (MMII), Kython Adult
(BoVD), Maurezhi (FF), Myrlochar (MoF), Nabassu, juvenile (FCI), Narzugon (FCII),
Nightmare (MMII), Quori, Tsoreva (MoE), Rejkar (MMIII), Reth Dekala (ToB), Shadow Eft
(CP), Shadow Mastiff (MMI), Urquirsh (DrM 358), Vaath (BoVD), Water Demon (DrC).
VI: Abishai, green (FCII), Amnizu (FCII), Artaaglith (GW), Barghest, greater (MMI)
Broodswarm (FCI), Caligrosto (DrM 360), Chain Devil (DrM 306), Coal Devil (DrM 306),
Corrupter of Fate (MMIV), Demonhive Queen (MMIV), Desert Devil (Sand), Fire Demon
(DrC), Ghirrash (MH), Gulthir (MMV), Ice Demon (DrC), Kocrachon (BoVD), Krathbairn
(DoF), Malfera (DrM 343), Mezzoloth (MMIII), Obsidian Devil (DrM 306), Pain Devil (FCII),
Quori, Tsucora (EBCS), Naityan Rakshasa (ToB), Salamander (MMI), Spiked Devil (FCII),
Uridezu (MotP), Varrangoin (FF), Xill (MMI).
VII: Abishai, blue (FCII), Akleu (DrM 348), Armanite (FCI), Arrow Demon (MMIII), Aspect of
Baphomet (FCI WE), Aspect of Fraz-Urb'luu (FCI WE), Aspect of Juiblex (FCI WE), Aspect of
Malcanthet (FCI WE), Aspect of Pale Night (FCI WE), Aspect of Zuggtmoy (FCI WE), Babau
(MMI), Bone Devil (MMI), Dybbuk (FCI), Ephemeral Hangman (ToM), Erinyes (MMI), Genie,
Dao (MMI), Gloom Golem (MMIII), Harvester Devil (FCII), Kaortic Hulk (DrM 330), Khumat
(MH), Kython Impaler (BoVD), Pack Fiend (MotP), Palrethee (MMII), Piscoloth (FF), Zakya
Rakshasa (EBCS), Shadow Demon (BoVD), Slasrath (FF), Souleater (MoI), Steel Devil (FCII),
Succubus (MMI), Varrangoin Rager (FF), Yochlol (FCI).
VIII: Abishai, red (FCII), Abyssal Drake (Drac), Alkilith (FF), Ankashar (DrM 341), Aspect of
Bel (FCII WE), Aspect of Belial (FCII WE), Aspect of Dagon (FCI WE), Aspect of
Demogorgon (FCI WE), Aspect of Dispater (FCII WE), Aspect of Fierna (FCII WE), Aspect of
Kostchtchie (FC I WE), Aspect of Levistus (FCII WE), Aspect of Mammon (FCII WE), Aspect
of Orcus (FCI WE), Aspect of Pazuzu (FCI WE), Aspect of Vecna (MH), Aspect of Yeenoghu
(EDP), Bulezau (FCI), Carnveus (EDP), Cataboligne (ERCG), Cerebrilith (XPH), Chasme (FCI),
Darkweaver (FF), Draudnu (FCI), Dune Stalker (MMII), Echinoloth (Storm), Ethergaunt, red
(FF), Gathra (FF), Hellcat (MMI), Genie (efreet), Kython Slaymaster (BoVD), Laghathti (FCI
WE), Maelephant (FF), Marraenoloth (MMII), Mavawhan (DrM 345), Mur-Zhagul (UE),
Nessian Warhound (MMI) Nycaloth (MMIII), Orthon (FCII), Quori, Hashalaq (SoS), Rakshasa
(MMI), Noble Salamander (MMI), Shrieking Terror, five-headed (MMIII), Solamith (MMV),
Stitched Devil (MMV), Thaskor (MH), Vaporighu (MMII), Vrock (MMI), Vultivor (FF)
Whisper Demon (MMIV), Yagnoloth (MMII), Zovvut (MMII).
IX: Abyssal Giant (EDP), Adaru (MMV), Asag (DrM 334), Aspect of Asmodeus (FCII WE),
Aspect of Baalzebul (FCII WE), Aspect of Glasya (FCII WE), Aspect of Graz'zt (EDP), Aspect
of Hextor (MH), Aspect of Kurtulmak (FCII WE), Aspect of Lolth (MH), Aspect of
Mephistopheles (FCII WE), Aspect of Nerull (MH), Aspect of Obox-Ob (EDP), Aspect of
Sekolah (FCII WE), Aspect of Tiamat (DM), Assassin Devil (FCII), Astral Stalker (MMIII),
Ayperobos Swarm (FCII), Barbed Devil (MMI), Basilisk, greater Abyssal (MMI), Bebilith
(MMI), Belairon (ST), Death Devil (DrM 353), Death Hurler (DrM 309), Death Slaad (MMI),
Demodand, farastu (FF), Earth Glider (Und), Ember Guard (MMV), Envoy of Lolth (EDP),
Ethereal Slayer (MMII), Ethergaunt, white (FF), Ghour (LEoF), Glabrezu (MMI), Hellchain
Weaver (DrM 343), Hezrou (MMI), Ice Devil (MMI), Jarilith (MMII), Kastighur (MMIV), Kyra
(DrM 348), Kython Slaughterking (FF), Lamia Noble (EDP), Lead Devil (DrM 306), Lilitu
(FCI), Manitou (DrM 359), Mivilorn (MMIII), Nightmare, cauchemar (MMI), Night Hag
(MMI), Oculus (EDP), Phiuhl (FF), Pleasure Devil (FCII), Quori, Dream Master (MoE), Quori,
Du'ulora (SoS), Radiant Idol (Sharn), Naztharune Rakshasa (MMIII), Retriever (MMI), Scyllan
(Storm), Shadurakal (FF), Shrieking Terror, ten-headed (MMIII), Steel Predator (FF),
Turagathshnee (DrM 312), Umbral Gloom (DrM 353), Varrangoin Arcanist (FF), Vathugu (DrM
337), Wastrilith (FF).
Borderline IX: Black Beast of Bedlam (DrM 355), Blood Fiend (FF), Demodand, kelubar (FF),
Kelvezu (MMII), Laraken (ShS), Logokron (ToM), Malebranche (FCII), Nalfeshnee (MMI),
Odopi (MMIII), Rukarazyll (MMII), Steelwing (MMV), Verakia (DrM 357).
Favorite Summons
I: Not many options here. I like summoning a tiefling for basic combat (it's at least better than a
celestial monkey), or a skiurid to trick my foes into underestimating me. Summoning is a piss-
poor tactic at low levels.
II: The kaorti gives you a number of low-level spells all in one, improving your versatility and
efficiency. The githyanki is a damaging combatant. But they all pale in comparison to the
monkey bees - howler wasps are highly damaging flyers and really shine at this level.
III: Outside of your core choices, this is a pretty weak level overall. The nashrou does quite a bit
of melee damage for its level and is my favorite summon at SM III. The dretch has a few decent
spells, while the abyssal maw has a formidable bite. Mostly, your selection is pretty thin at this
point - so much so that even the celestial bison or the fiendish ape still seem like great ideas.
IV: The freakin' voor. Seriously. For its level, no summon (hell, hardly any spell) causes as
much destruction as the voor. The wrackspawn isn't bad either. The advespa is my favorite flyer,
with the harassing gadacro or the quick spined devil as close runners-up. The stone flyer is a
great mount due to its Earth Glide ability. If you can summon enough of them, the legion devil
becomes a stellar choice - the more you have, the better they are.
V: I dig the bar-lgura here, as it is powerful, mobile, and has spellcasting prowess. It's a demon
orangutan. What's not to love? Bearded devils and canoloths are also good choices in combat,
with wounding glaives and paralyzing tongues. I also really like the insanity-inducing achaierai
and the damage-reflecting jovoc. Abishai start getting Wrack at this level (a very potent save-or-
suck), making them decent casters. The shadow eft is your best stealthy creature at this level,
with decent psionic abilities to boot. Reth dekala are great for tactical combat. Plus the nightmare
for style points.
VI: Definitely the amnizu, with quickened fireballs and that intelligence-draining touch. Not
much gives the amnizu competition at this level. The kocrachon is your most potent caster
(though not your most potent blaster) with unlimited healing spells for its duration. Tsucora
quori bring more psionic pain, while naityan rakshasa are your best melee summons here. The
chain and pain devils are solid choices too, though more limited tactically. The artaaglith's cleric
casting is always a boon.
VII: For its CR, the bone devil is by far your best deal. Very little can match it in terms of
battlefield control, and it's not half-bad in combat either. The akleu is a close second, very potent
in melee with its sneak attacks and good combat capabilities. Shadow demons are tons of fun
with Magic Jar. Succubi are great at what they do, and come highly recommended. Arrow
demons give you competent ranged firepower (so do erinyes, though not quite as well) and can
really rack up some damage. I also like the yochlol for its shapeshifting powers and good SLAs.
VIII: Easily the carnevus, with its superior blasting abilities, though the mavawhan isn't too bad
either with its frost-themed list. The red ethergaunt brings more arcane spellcasting to the table
(always a good proposition). The chasme is an effective flyer. Oddly enough, despite the greatly-
expanded list, the vrock still stands as one of your best melee option at this level, though the
bulezau and aspects of either Kostchtchie, Bel, or Yeenoghu are capable as well. An aspect of
Levistus can be a good magekiller. But let's be honest here: there's nothing better in melee at this
level than a Dreadful Lasher voor. Seriously. They're just that good. For psionic potential, the
cerebrilith outdoes the hashalaq, which is primarily focused on charm and social infiltration.
IX: Abyssal giants, jariliths, and earth gliders are your best melee choices at this level, though
the slaughterking's debilitating aura garners it a lot of bonus points. I love the radiant idol's cleric
domain choice, though it's more for the versatility than the power. Lilitu are also excellent
clerics, and I am a huge fan of their level-draining stinger. For a rogue-like, I'm torn between the
assassin devil and the naztharune rakshasa, but I lean ever so slightly towards the former. Death
slaadi are probably your most potent casters, though glabrezu are quite good, the white
ethergaunt's another wizard to toss into the mix, and aspects of Kurtulmak have notable
sorcerous potential. Vathugu are just hideous fungal fun, stripping away attribute points like
reverse papier mache and causing your enemies to dance like marionettes. The oculus demon has
all kinds of powerful abilities, making it a very capable scout and a necromancer's best friend. If
you're underwater, you need to be summoning an aspect of Sekolah, and quick. The aspect of
Tiamat is likely your best blaster, with good melee abilities when pressed - but the aspect of
Asmodeus gives her some healthy competition with Vile Hellfire Storms.
Borderline IX: The verakia, hands down, for sheer brutish power. The malebranche is a capable
fighter too, and the kelvezu can potentially cause more damage than either of them with its sneak
attacks. I like the steelwing a lot too, even though it's not evil, and the laraken is a great anti-
caster creature. Not much in the way of casting at CR 14, though the Nalfeshnee has a few good
choices. The black beast of bedlam is a great debuffer.
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