This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. Information on these creatures can be found in the Monster Manual.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a celestial porpoise may only be summoned in an aquatic environment.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, a summon monster I is a lawful and evil spell when cast to summon a fiendish dire rat.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.
1ST LEVEL
Monster
Alignment
Celestial Dog
LG
Celestial Owl
LG
Celestial Giant Fire Beetle
NG
Celestial Porpoise1
NG
Celestial Badger
CG
Celestial Monkey
CG
Fiendish Dire Rat
LE
Fiendish Raven
LE
Fiendish Monstrous Centipede, Medium
NE
Fiendish Monstrous Scorpion, Small
NE
Fiendish Hawk
CE
Fiendish Monstrous Spider, Small
CE
Fiendish Octopus1
CE
Fiendish Snake, Small Viper
CE
1, May be summoned only into an aquatic or watery environment