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View Full Version : Pathfinder Best Summon Monster creature to work in Obscuring Mist and Darkness? (magic)



killem2
2016-11-17, 09:57 PM
Just trying to build up an encounter for some vengful Moon Dogs that have not quite been successful in taking down my party of evil bastards!

i as going to go down the route of Elder Elemental, Gorgon, or Bullette with their tremorsense but it appears that won't help.

The moon dogs in question have shadowy conjuration once a day and I wanted to use them for summon monster 8 or less.

Calthropstu
2016-11-17, 10:54 PM
Summon monster 7: Djinn

With darkvision, it can see in the darkness spell (albeit with a 20% miss chance)

With his whirlwind, he can blow the obscuring mist away.

Echch
2016-11-18, 06:35 AM
Aren't there some Devils you can substitute in Summon Monster that can see perfectly in magical darkness? I believe that's a thing.

killem2
2016-11-18, 07:22 AM
Thanks for the replies. I apologize, I made this last night and didn't see I didn't include the pathfinder tag. With that said here is the creature I am dealing with:


Moon Dog Sisters CR 9
XP 6,400 each (12,800 XP total)
NG Medium outsider (extraplanar, good)
Init +6; Senses darkvision 120 ft., keen senses, scent; Perception
+21
DEFENSE
AC 30, touch 12, flat-footed 20 (+2 Dex, +10 natural, +4 Mage
Armor, +4 Shield spell) hp 65 (9d10+18)
Fort +8; Ref +8; Will +8
DR 10/evil; Immune fear; SR 16
OFFENSE
Speed 50 ft., 30 ft. on 2 legs
Melee bite +14 (1d8+4 plus trip)
Special Attacks bay, shadow weave, Sneak Attack (5d6)
Spell-like Abilities (CL 12th):
At will—detect evil, detect magic, see invisibility (all at will
abilities always active)
3/day—alter self, mirror image
1/day—dancing lights, darkness, dispel magic (using this forces
the moon dog back to its plane of origin), improved invisibility,
light, nondetection, obscuring mist, shades
TACTICS
During Combat The moon dogs are hit and run combatants. Using
invisibility and alter self, they can infiltrate almost anywhere
(though they are hampered by their inability to speak).
Morale The moon dogs are relentless enemies and will never give up
their hunt. They are not suicidal -- they will retreat from a losing
fight. But they’ll always be back until the ritual is ended.
STATISTICS
Str 18, Dex 15, Con 15, Int 15, Wis 16, Cha 14
Base Atk +9; CMB +13; CMD 25 (29 vs. trip)
Feats Alertness, Combat Casting, Improved Initiative, Iron
Will, Weapon Focus (bite)
Skills Bluff +14, Diplomacy +11, Knowledge (arcana) +11,
Knowledge (the planes) +14 , Perception +21, Sense Motive
+17, Stealth +14, Survival +12 (+16 tracking by scent); Racial
Modifiers +4 Perception, +4 Survival when tracking by scent
Languages telepathy 100 ft. (does not speak)
SQ plane shift
SPECIAL ABILITIES
Bay (Su) A moon dog can produce one of the following
effects when it howls or barks. Each effect functions as the
spell of the same name (caster level 12th). The save DCs
are Charisma-based.
Fear: All evil creatures within 80 feet must make a
successful Will save (DC 18) or be affected as by a fear spell.
This is a sonic, mind-affecting fear effect. If the save is successful,
that creature cannot be affected by the fear effect of that
moon dog’s bay for 24 hours.
Dispel Evil: This effect works like the spell, and affects one
evil extraplanar creature within 80 feet.
Dismissal: This effect works as the spell, except that it
targets one evil extraplanar creature.
Keen Senses (Ex) Moon dogs can see twice as far as
humans in low-light and normal light conditions.
Lick (Su) By licking a target, a moon dog may use one of
the following abilities: cure light wounds, delay poison,
remove disease. Each is usable at will by the moon dog, but
only once per day per recipient. Each is caster level 12th.
Plane Shift (Su) A moon dog can enter the Ethereal Plane,
Astral Plane, or Material Plane. This ability resembles the spell
of the same name (caster level 12th).
Note: The moon dogs cannot plane shift within the Horn of
Abaddon while the Silver Seal remains intact.

Shadow Weave (Su) When in shadows, a moon dog can move in
such a way as to affect evil creatures within 60 feet as though
by hypnotic pattern (DC 16 Will save, caster level 12th). Any
good-aligned creature in the area of the shadow weave will be
affected as though by protection from evil (caster level 12th).
The shadow weave is a full-round action,and the moon dog
must concentrate to maintain it.



I've been scouring what the summon monster via shades, and I found these.

http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/devil/erinyes

Now as far as I can tell, while the moon dogs are good, they are not divine. So there for I don't think they would see many qualms with summoning a lawful evil devil, to try and stop an extremely evil ritual in place (crux of book 2 way of the wicked).

Calthropstu
2016-11-18, 09:59 AM
Again:

Summon Genie (it's a thing)
See here (http://www.d20pfsrd.com/magic/all-spells/s/summon-genie)
Use greater to get 1d3 Djiin

killem2
2016-11-19, 08:50 PM
Again:

Summon Genie (it's a thing)
See here (http://www.d20pfsrd.com/magic/all-spells/s/summon-genie)
Use greater to get 1d3 Djiin

Better than the True Seeing, flying, multiple attacking from range demon?