Digging into the data for all the summon spells to work out which are best.
Summon spells allow you to summon another creature to aid you. However, the challenge I often have is knowing which summon spells are best and how they compare with one another. While they vary in levels, and obviously, higher levels spells will be more powerful, they also tend to increase in power with upcasting making it harder to track effectiveness.
On top of this, some summon spells come with variants of different creatures you can call upon. Alongside various abilities makes determining which summon spells to use, a bit tricky.
To get to the bottom of all of this, I’ve done a deep dive into exactly how good each summon spell is and how they compare to each other.
What summon spells are there?
I’ll start by outlining what summon spells are available and who to.
There are some summoning spells that have specific functions like find steed, which summons a steed to ride or conjure elemental which is more akin to an AoE spell than an independent creature that’s been summoned. For this comparison, I’ll strictly be sticking to spells that summon a creature with a stat block that can aid you in combat. These spells are:
| Summon spell | Level | Available to |
|---|---|---|
| Giant insect | 4 | Druid |
| Summon aberration | 4 | Warlock, wizard |
| Summon beast | 2 | Druid, ranger |
| Summon celestial | 5 | Cleric, paladin |
| Summon construct | 4 | Wizard |
| Summon dragon | 5 | Wizard |
| Summon elemental | 4 | Druid, ranger, wizard |
| Summon fey | 3 | Druid, ranger, warlock, wizard |
| Summon fiend | 6 | Warlock, wizard |
| Summon undead | 3 | Warlock, wizard |
Which summons deal the most damage?

I’ll start by comparing how much damage each summon deals. Since to hit calculations are highly variable, and to hit rolls are exactly the same for all summons except with summon beasts for land and water beasts who sometimes get advantage on attack rolls, I’ve just looked at average damage on a hit for comparison here.
Some damage dealing is quite situational (like the clay construct’s reaction attack on a hit or the demon’s explosion at death). In these cases, I haven’t included that damage.
A couple of summons have additional AoE capabilities that are relatively easy to land. For the draconic spirit’s breath weapon, I’ve assumed a modest 2 creatures hit per turn. For summon aberration (mind flayer), I’ve assumed that whispering aura affects 1 creature per turn.
| Summon spell | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|
| Giant insect (centipede or wasp) | N/A | N/A | 26 | 28 | 45 | 48 | 68 | 72 |
| Giant insect (spider) | N/A | N/A | 25 | 27 | 43.5 | 46.5 | 66 | 70 |
| Summon aberration (beholderkin) | N/A | N/A | 23 | 25 | 40.5 | 43.5 | 62 | 66 |
| Summon aberration (mind flayer) | N/A | N/A | 30 | 32 | 47.5 | 50.5 | 69 | 73 |
| Summon aberration (slaad) | N/A | N/A | 25 | 27 | 43.5 | 46.5 | 66 | 70 |
| Summon beast | 10.5 | 11.5 | 25 | 27 | 43.5 | 46.5 | 66 | 70 |
| Summon celestial (avenger) | N/A | N/A | N/A | 28 | 45 | 48 | 68 | 72 |
| Summon celestial (defender) | N/A | N/A | N/A | 27 | 43.5 | 46.5 | 66 | 70 |
| Summon construct | N/A | N/A | 25 | 27 | 43.5 | 46.5 | 66 | 70 |
| Summon dragon | N/A | N/A | N/A | 39 | 54.5 | 57.5 | 76 | 80 |
| Summon elemental | N/A | N/A | 27 | 29 | 46.5 | 49.5 | 70 | 74 |
| Summon fey | N/A | 13 | 28 | 30 | 48 | 51 | 72 | 76 |
| Summon fiend (demon) | N/A | N/A | N/A | N/A | 46.5 | 49.5 | 70 | 74 |
| Summon fiend (devil) | N/A | N/A | N/A | N/A | 48 | 51 | 72 | 76 |
| Summon fiend (yugoloth) | N/A | N/A | N/A | N/A | 40.5 | 43.5 | 62 | 66 |
| Summon undead (ghostly) | N/A | 10.5 | 23 | 25 | 40.5 | 43.5 | 62 | 66 |
| Summon undead (putrid) | N/A | 9.5 | 21 | 23 | 37.5 | 40.5 | 58 | 62 |
| Summon undead (skeletal) | N/A | 11 | 24 | 26 | 42 | 45 | 64 | 68 |
The highest damage option is summon dragon with its extra breath weapon attack. The advantage of the breath weapon is that it is an AoE too and is able to hit more than the 2 creatures I’ve assumed in this calculation. Summon fey and summon fiend (devil) also perform quite highly here.
Things like the putrid undead, beholderkin aberrations, ghostly undead and yugoloth fiends perform worse than most on damage. Often this is because they have ranged attacks, but can also be compensated for with their other abilities too.
Which summons are the most resilient?
Of course, it’s not all about damage. The more hits a summon can take, the longer it can cause damage and the more attacks it can absorb from enemies. To work this out, I’ve calculated the HP and AC of each summon in the table below. Many have resistances and immunities which help here too, but I’ve tackled that a bit further down:
| Summon spell | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|
| Giant insect | N/A | N/A | AC15 HP30 | AC16 HP40 | AC17 HP50 | AC18 HP60 | AC19 HP70 | AC20 HP80 |
| Summon aberration | N/A | N/A | AC15 HP40 | AC16 HP50 | AC17 HP60 | AC18 HP70 | AC19 HP80 | AC20 HP90 |
| Summon beast (air) | AC13 HP20 | AC14 HP25 | AC15 HP30 | AC16 HP35 | AC17 HP40 | AC18 HP45 | AC19 HP50 | AC20 HP55 |
| Summon beast (land or water) | AC13 HP30 | AC14 HP35 | AC15 HP40 | AC16 HP45 | AC17 HP50 | AC18 HP55 | AC19 HP60 | AC20 HP65 |
| Summon celestial (avenger) | N/A | N/A | N/A | AC16 HP40 | AC17 HP50 | AC18 HP60 | AC19 HP70 | AC20 HP80 |
| Summon celestial (defender) | N/A | N/A | N/A | AC18 HP40 | AC19 HP50 | AC20 HP60 | AC21 HP70 | AC22 HP80 |
| Summon construct | N/A | N/A | AC17 HP40 | AC18 HP55 | AC19 HP70 | AC20 HP85 | AC21 HP100 | AC22 HP115 |
| Summon dragon | N/A | N/A | N/A | AC19 HP50 | AC20 HP60 | AC21 HP70 | AC22 HP80 | AC23 HP90 |
| Summon elemental | N/A | N/A | AC15 HP50 | AC16 HP60 | AC17 HP70 | AC18 HP80 | AC19 HP90 | AC20 HP100 |
| Summon fey | N/A | AC15 HP30 | AC16 HP40 | AC17 HP50 | AC18 HP60 | AC19 HP70 | AC20 HP80 | AC21 HP90 |
| Summon fiend (demon) | N/A | N/A | N/A | N/A | AC18 HP50 | AC19 HP65 | AC20 HP80 | AC21 HP95 |
| Summon fiend (devil) | N/A | N/A | N/A | N/A | AC18 HP40 | AC19 HP55 | AC20 HP70 | AC21 HP85 |
| Summon fiend (yugoloth) | N/A | N/A | N/A | N/A | AC18 HP60 | AC19 HP75 | AC20 HP90 | AC21 HP105 |
| Summon undead (ghostly and putrid) | N/A | AC14 HP30 | AC15 HP40 | AC16 HP50 | AC17 HP60 | AC18 HP70 | AC19 HP80 | AC20 HP90 |
| Summon undead (skeletal) | N/A | AC14 HP20 | AC15 HP30 | AC16 HP40 | AC17 HP50 | AC18 HP60 | AC19 HP70 | AC20 HP80 |
A few of the summons do perform better in the defence department than others. The highest AC belongs to summon dragon, tracking 3 higher than most summons. Summon construct and the defender from summon celestial also do well at +2 higher than the standard AC.
When it comes to hit points, summon construct, summon elemental and yugoloth fiend summons perform best here. It’s also worth noting that dragons do quite well in this department too. And with their higher AC, makes one of the most resilient summons alongside constructs.
Summon beast is your least resilient option with a standard AC progression (which is also the lowest) and the lowest HP for a summon, with air beasts having the least HP.
What about the other features of summoned creatures?
This is where comparisons get trickier. Not only do many have unique combat capabilities, with a 1hr duration, summons can be used for utility outside of combat too. Potentially as scouts, distractions or other useful things.
In the below table, I’ve added in additional features that various summons have. Alongside that, I’ve included average damage, HP and AC for summon spells cast at level 6 (the lowest level that all summon spells can be cast at). I can’t include data for every level for all aspects of each summon in 1 table, but level 6 gives us a decent snapshot of how different summons compare.
| Summon spell | Avg. Damage | AC | HP | Resistances | Immunities | Additional Features |
|---|---|---|---|---|---|---|
| Giant insect (centipede) | 45 | 17 | 50 | None | None | Climb (inc. ceilings), bonus action to cause poisoned |
| Giant insect (spider) | 43.5 | 17 | 50 | None | None | Climb (inc. ceilings), ranged attack, can reduce movement to 0 |
| Giant insect (wasp) | 45 | 17 | 50 | None | None | Climb (inc. ceilings), fly |
| Summon aberration (beholderkin) | 40.5 | 17 | 60 | None | Psychic | Fly, ranged attack |
| Summon aberration (mind flayer) | 47.5 | 17 | 60 | None | Psychic | Damaging aura |
| Summon aberration (slaad) | 43.5 | 17 | 60 | None | Psychic | Regeneration, attacks prevent healing |
| Summon beast (air) | 43.5 | 17 | 40 | None | None | Fly, doesn’t provoke opportunity attacks |
| Summon beast (land) | 43.5 | 17 | 50 | None | None | Climb, advantage on attack rolls from nearby allies |
| Summon beast (water) | 43.5 | 17 | 50 | None | None | Swim, breathe underwater, advantage on attack rolls from nearby allies |
| Summon celestial (avenger) | 45 | 17 | 50 | Radiant | Charmed, frightened | Fly, ranged attack, healing |
| Summon celestial (defender) | 43.5 | 19 | 50 | Radiant | Charmed, frightened | Fly, temporary hit points on each attack, healing |
| Summon construct (Clay) | 43.5 | 19 | 70 | Poison | Charmed, exhaustion, frightened, paralyzed, poisoned | Reaction attack when hit or move half speed |
| Summon construct (Metal) | 43.5 | 19 | 70 | Poison | Charmed, exhaustion, frightened, paralyzed, poisoned | Cause 1d10 fire damage when hit or grappling |
| Summon construct (Stone) | 43.5 | 19 | 70 | Poison | Charmed, exhaustion, frightened, paralyzed, poisoned | Potentially half speed and prevent opportunity attacks for nearby enemies |
| Summon dragon | 54.5 | 20 | 60 | Acid, cold, fire, lightning, poison | Charmed, frightened, poisoned | Fly, swim, blindsight, caster gains 1 resistance, breath weapon |
| Summon elemental (air) | 46.5 | 17 | 70 | Lightning and thunder | Poison, exhaustion, paralyzed, petrified, poisoned | Fly, move through narrow spaces |
| Summon elemental (earth) | 46.5 | 17 | 70 | Piercing and slashing | Poison, exhaustion, paralyzed, petrified, poisoned | Burrow |
| Summon elemental (fire) | 46.5 | 17 | 70 | None | Fire, poison, exhaustion, paralyzed, petrified, poisoned | Move through narrow spaces |
| Summon elemental (water) | 46.5 | 17 | 70 | Acid | Poison, exhaustion, paralyzed, petrified, poisoned | Swim, move through narrow spaces |
| Summon fey (fuming) | 48 | 18 | 60 | None | Charmed | Fly, teleportation, advantage on next attack roll |
| Summon fey (mirthful) | 48 | 18 | 60 | None | Charmed | Fly, teleportation, charm nearby creature |
| Summon fey (tricksy) | 48 | 18 | 60 | None | Charmed | Fly, teleportation, darkness |
| Summon fiend (demon) | 46.5 | 18 | 50 | Fire | Poison, poisoned | Climb, explodes when it dies, magic resistance |
| Summon fiend (devil) | 48 | 18 | 40 | Fire | Poison, poisoned | Fly, can see through magical darkness, magic resistance, ranged attacks |
| Summon fiend (yugoloth) | 40.5 | 18 | 60 | Fire | Poison, poisoned | Magic resistance, teleport after each attack |
| Summon undead (ghostly) | 40.5 | 17 | 60 | None | Necrotic, poison, exhaustion, frightened, paralyzed, poison | Fly, move through creatures and objects, attacks cause frightened |
| Summon undead (putrid) | 37.5 | 17 | 60 | None | Necrotic, poison, exhaustion, frightened, paralyzed, poison | Poisoned to nearby creatures, paralyze poisoned creatures with attacks |
| Summon undead (skeletal) | 42 | 17 | 50 | None | Necrotic, poison, exhaustion, frightened, paralyzed, poison | Ranged attacks |
I’ve already touched on resilience, but it’s worth noting that constructs, elementals, dragons, fiends and undead all have quite a lot of resistances and immunities. Some of these, like dragons, constructs and elementals are already quite resilient through their AC and hit points. If you’re up against spellcasters, you might want to consider a fiend summon with their magic resistance.
If you want to tackle invisible creatures, dragons have blindsight. They also have an AoE breath weapon which is great for tackling crowds. Dragons also have flight, as do air elementals, air beasts, devils, ghostly undead, wasp insects and fey. If you need something that can swim, dragons can do this too, as can water elementals and water beasts.
If you want something with ranged attacks, there’s skeletal undead, devils, the celestial avenger, beholderkin aberrations and the spider insect. If you want to cause frustrating effects against enemies, then centipede and spider insects, putrid undead and mirthful fey are good options.
Which summon spell is best?

So now we have all that data at our fingertips, it should be easy to work out which summon spell is best right?
Sadly, it’s not that easy. They are largely, fairly balanced in what they can do. And much will depend on what you want your summon to do. You might want it absorbing lots of hits, causing lots of damage, frustrating enemies or for some kind of utility effect like flight or blindsight.
However, one summon does come out on top in this, and that’s summon dragon. It can tackle almost all of the above things I mentioned and is best in class when it comes to damage and AC. It also has a lot of resistances and immunities, an AoE weapon and the flexibility to fly or swim. It’s not only the most versatile summon, but one of the most damaging and one of the most resilient.
Of course, you do have to get to level 5 spells to start using summon dragon. And even then, only if you’re a wizard.
Notable runners up
Fortunately, I think there are some notable runners up. Summon construct gives you loads of resilience and clay and metal golems will find themselves often giving off extra damage when hit.
The defender celestial doles out lots of temporary hit points which can easily keep nearby martials boosted on the frontlines. And it’s no slouch when it comes to defence either.
Any bad summons?
Unfortunately, while summon beast is your lowest level summon, and brings summons online at spell level 2, it doesn’t scale as well as other summons. If possible, I’d trade in at later levels to something with a bit more teeth. They lack both resilience and damage and other summons can take over their flight or swimming capabilities if this is what you need.
Skeletal undead I feel have little going for them too. They do get a ranged attack, but they lack resilience and the damage isn’t anything to shout about. There’s not really anything else to them other than that. To a lesser extent, I feel similarly about the beholderkin aberration. Often, you’ll want summons taking damage rather than you or your allies, and it’s a relatively low damage option with no other real effects other than hovering. It’s a bit better than the skeletal undead, but not by much. I’d probably also put the wasp giant insect in this category of underwhelming summons with only flight making it stand out (which other summons can do).
So there you have it. All the data you need to decide which summon spell to use. Summon dragon seems the best option to me with summon construct and summon celestial offering strong options as well. Despite being the highest level summon, I felt that summon fiend was only average as far as summon spells go.
But which summon spell do you prefer, and what do you think of my analysis? Let me know about it in the comments below.
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Druid gets “Summon Draconic Spirit” and has access to the Dragon summon as well
Not in 2024 rules. Clearly Tasha’s dragon summon was fully replaced and it’s not on the druid spell list.
Think you’ve underestimated Summon Fey’s Mirthful option. Only level 3, and it’s mechanically better than Charm Monster.
Also think you’ve underestimated Summon Beast, when you do the math considering the damage output to the chances the attacks will actually hit, the advantage-on-all-attacks aspect of Pack Tactics makes Summon Beast the highest DPR summon around.
Summon Insect is also only a 10 minute duration where all the others are 1 hour, worth considering. The poisoned debuff is amazing, but a 1 hour duration means a strong chance of getting two+ fights and maybe some utility out of the same spell slot. 10 minutes, not so much.
Speaking of poison condition, it’s criminal to talk about Summon spells without talking about Summon Undead (putrid). It’s a DM’s worst nightmare. First it gives off the poisoned condition, and then it can paralyze??? If targets aren’t immune to poison, this thing can break encounters.
Summon insect is also the only summon that doesn’t require a costly (any) material component.
Summon fey on a Glamour bard is quite great, and if you use Summon Undead (putrid) on a Warlock with Pact of the chain (Quasit), and Investment of the Chain Master, sadly you could do this better with the Old Sprite with a ranged attack.