Here is a full list of every summon in the game with their relevant stats. if these lists can not help you. feel free to comment.
Basic of Summoning
All the numbers bellow are directly from the game, with the tabletop version only referenced in certain situations.
Any numbers below in parentheses are the monster’s stats when you have the augmented summoning feat. As a general rule though augment summoning gives +2hp/per hit dice, +2 to attack rolls, +2 or 3 to damage rolls
It functions as if someone cast bull’s strength and Boar’s Endurance on all summons, and as such doesnt stack with those spells (or the mass versions)
Abilties that monster have aren’t usable by players, its up to the AI when it want to use them
Overall I’d suggest summon monsters 1 level below to get that d3 roll (+1 with superior summoning), as you can overwhelm opponets with numbers of attacks.
Summon Monster
Hp: 7 (9)
Ac: 13/ ff: 12/ T: 12
Bite +2(4), d3+2(d3+4)
Wolf (SM2)
Hp: 13(17)
Ac:14 /FF:12 /T:12
Bite +2(4) d6+2(d6+4) + trip +2(4) vs CMD
Monitor Lizard (SM3)
Hp: 23(29)
Ac:15 /FF:13 /T:12
Bite +5(7), d6+4(d6+7)
-plus poison dc14(dc16), 1d2 dex damage
Dire wolf (SM4)
Hp: 38(48)
Ac:14 /FF:12 /T:11
Bite +7(+9), d8+6(d8+9)
-plus trip +8(10) vs CMD
Bralani (SM5, non-evil)
Hp:67(81)
Ac:20 /FF:16 /T:14
Constant blur
holy Bow +12/7, d8+6(d8+8)<plus2d6 vs evil> <Note: does not have precise shot>
Scimitar +13/8(+15/10), d6+8(d6+11)
Spells
Mirror image
Lightning bolt
Cure serious wounds
Redcap (SM5,evil)
Hp:60(76)
Ac:20 /FF:16 /T:15
Fast healing 3
Scythe +8(10), 2d4+15(2d4+19)
Axiomite(SM6,non-evil)
Hp: 85(115)
Ac:21 /FF:16 /T:15
Regeneration 5/chaotic or magic
True seeing
Longsword +19/14(21/16), d8+8(d8+11)
Spells
Lighting bolt
Hold monster
Soul eater (SM6,evil)
Hp:83(105)
Ac:21 /FF:14 /T:17
Dr 10/magic
Claw +18/18, d4+1(d4+3) + wisdom damage dc 17(19), d6 wisdom damage
Bogeyman(SM7)
Hp:111(145)
Ac:23 /FF:17 /T:23
Fast healing 5
DR 15/cold iron
Fear aura – will dc25 or be shaken within 30ft <affects the party as well>
Claw +16/16 , d8+5 + plus 6d6 sneak attack
Spells
Phantasmal killer dc21
Crushing despair dc21
Movanic Deva(SM8)
Hp:126(150)
Ac:24 /FF:21 /T:13
Wings- +3ac vs melee
Protective aura, +4deflection ac and +4resistance against evil creatures for allies in 30ft
Dr10 /evil
Immunities <electricity, fire, acid, cold
Flaming greatsword +13/8/3 (15/10/5), 2d6+19 (2d6 +22) +d6 fire
<plus cleaving finish>
Spells
Holy aura dc22
Heal
Flame strike dc19
Frost giant (SM8,evil)
Hp:133(161)
Ac:21 /FF:21 /T:8
Immunity cold
Vulnerability fire
Greataxe +15/10(17/12),3d6+22(3d6+25)
<plus improved cleaving finish>
Ghaele(SM9,non-evil)
Hp:150(176)
Ac:28 /FF:26 /T:16
DR 10/cold iron and evil
Immunity electricity
Cold resistant 10
Fire resistant 10
Holy longsword +18/13/8(20/15/10), d8+12(d8+15)
Spells
Scorching ray,2 rays +14
Chain lightning, dc19, 13d6
Divine power
Dispel magic
Thanadaemon (SM9,evil)
Hp:173(203)
Ac:25 /FF:21 /T:12
DR10/good
Immunity <acid,poison>
Resistance 10, cold+electricity+fire
Fear gaze, 30ft dc21
Quarterstaff 18/13/8(20/15/10), d6+21(d6+24), plus 1 level drain
Spells
Enervation
Summon Nature’s Ally
Hp: 7(9)
Ac: 12/ ff: 11/ T: 12
Dagger +2(4), d3-1(d3+1)
Giant frog(2)
Hp:15(19)
Ac:12 /FF:11 /T:11
Bite +3(5), d6+4(d6+6)
Leopard(3)
Hp:20(26)
Ac:15 /FF:11 /T:14
Bite +5(7), d6+3(d6+5)
Plus 4 claws +5(7), d3+3(d3+5)
Pounce (full attack at end of charge)
Dire boar(4)
Hp:43(53)
Ac:15 /FF:15 /T:9
Gore +10(12), 3d6+9(3d6+12)
Manticore(5)
Hp:53(75)
Ac:18 /FF:15 /T:12
Bite +8(10), d8+9(d8+11)
Plus 2 claws +9(11), 2d6+9(2d6+11)
Smilodon(6)
Hp:105
Ac:17 /FF:15 /T:11
Bite +18(20), d8+8(d8+10)
Plus 4 claws +18(20), 2d6+8(2d6+10)
Mastodon (7)
Hp:147 (175)
Ac:21 /FF:20 /T:9
Gore +18(20) 4d8+18(4d8+20)
Plus slam 17(19) 4d6+18(4d6+20)
Nereid(8)
Hp:126(150)
Ac:25 /FF:15 /T:25
DR10/cold iron
Immunity cold/poison
Poison touch +15 vs touch, Nereid Poison
Nereid spray +16vs touch, Nereid Poison
Nereid Poison
fort dc 23(25), 1d2con damage plus blindness, 1/round for 6 rounds
Hyamdryad(9)
Hp:210(250)
Ac:29 /FF:22 /T:17
DR10/cold iron
Resistance 30, acid, cold, electricity
Fast healing 5
Longbow +16/16/11, d8+9(d8+11)
Spells
Confusion
Heal
Greater heroism
Undead
The Dead Raised have the same stats if you raise them as a cleric or wizard, you just get the spells earlier as a cleric
Also Because you summon d4+2 Skeletal Champions, animate dead is a much better spell than summon monster 3 or 4 even with agumented summoning
Skeletal champion (animate dead)
Hp:47
Ac:22 /FF:20 /T:12
DR 5 / bludgeoning
Longsword +8, d8+9
Guardian armour (create undead)
Hp:143
Ac:27 /FF:25 /T:12
DR15/adamantine
Light pick +16/11/6, d4+11
Graveknight (create undead)
Hp:115
Ac:25 /FF:24 /T:11
DR10/magic
Bardiche +18/13, d10+25
Elementals
Air – Has the whirlwind ability
Earth – If an opponent is flying, earth elementals take a -5 penalty on both attack and damage rolls
Fire – Gains Burn on all attacks, Burn damage is a reflex save effect vs taking additional fire damage, if the save is failed the creature hit it is lit on fire and makes the same save at the start of its turn if it fail it remains on fire and takes the burn damage again. In addition Fire elementals deal +1 damage to a target on fire
Water – Gains freezing on all attacks, functions similar to burn except it targets fortitude instead of reflex. Water elementals don’t get the +1 damage for targets that are frozen.
<note a creature can be burned and frozen at the same time>
Small air
Hp:12(16)
Ac:17 /FF:14 /T:14
Slam +6, d3+1(d3+4)
Whirlwind, 1 round, dc 12(14)
Small earth
Hp:13(17)
Ac:17 /FF:17 /T:10
Slam +6(8), d4+7(d4+10)
Small fire
Hp: 11(15)
Ac:16 /FF:14 /T:13
Slam +4(5), d3+1(d3+3) + burn d4, dc11(13)
Small water
Hp:13(17)
Ac:17 /FF:17 /T:11
Slam +4(6), d4+5(d4+8) + Freeze d4 cold, dc12(14)
Medium air
Hp:30(38)
Ac:19 /FF:13 /T:16
Slam +9, d6+3(d6+6)
Whirlwind, 2 rounds, dc14(16)
Medium earth
Hp:36(42)
Ac:18 /FF:18 /T:9
Slam +8(10), d8+12(d8+15)
Medium fire
Hp:30(38)
Ac:17 /FF:13 /T:14
Slam +8, d6+1(d6+4) + burn d6 fire dc14(16)
Medium water
Hp:30(38)
Ac:17 /FF:16 /T:11
Slam +5(7), d8+8(d8+11), + d8 cold dc14(16)
All large Elementas gain an addition slam attack, and gain DR 5/-
Large air
Hp:68(84)
Ac:21 /FF:13 /T:17
2 slams +14, 2d6+4(2d6+6)
Whirlwind, 4 rounds, dc 18(20)
Large earth
Hp:76(92)
Ac:18 /FF:18 /T:8
2 slams +12(14), 3d6+14(3d6+16)
Large fire
Hp:60(76)
Ac:19 /FF:13 /T:15
2 slams, +13, 2d6+2(2d6+4) + burn d8, 16(18)
Large Water
Hp:68(84)
Ac:18 /FF:15 /T:12
2 slams +9(11), 2d6+11(2d6+13) + Freeze d8, DC 17
Whirlwind, 4 rounds, dc 18(20)
Huge air
Hp:95(115)
Ac:22 /FF:11 /T:18
2 slams +17, 4d6+6(4d6+8)
Whirlwind, 5 rounds, dc 21(23)
Huge earth
Hp:105(125)
Ac:19 /FF:19 /T:7
2 slams +15, 4d8+16(4d8+18)
Huge fire
Hp:85(105)
Ac:21 /FF:13 /T:16
2 slams +14, 4d6+4(4d6+6)+ burn, 2d6 DC 18(20)
Huge water
Hp:95(115)
Ac:21 /FF:16 /T:13
2slams +12(14), 4d6+13(4d6+15) + freeze, 2d6 cold DC 18(20
Greater Elementals Gain DR 10/ –
Greater air
Hp:124(150)
Ac:25 /FF:14 /T:19
2slams +17, 4d8+15(4d8+17)
Whirlwind, 6 rounds, dc 23(25)
Greater earth
Hp:150(176)
Ac:21 /FF:21 /T:7
2slams +18(20), 6d8+19(6d8+21)
Greater fire
Hp:124(150)
Ac:23 /FF:14 /T:17
2slams +20(21), 4d8+7(9) + burn 2d8 DC20(22)
Greater water
Hp:124(150)
Ac:23 /FF:17 /T:14
2 slams +16(18), 4d8+17(4d8+19) + freeze 2d8cold DC20(22),
Elder air
Hp:152(184)
Ac:28 /FF:16/ T:20
2 slams +20, 4d8+19(4d8+21)
Whirlwind, 8 rounds, dc27(29)
Elder earth
Hp:184(216)
Ac:23 /FF:23 /T:7
2 slams +22(24), 6d8+23(6d8+25)
Elder fire
Hp:152(184)
Ac:26/FF:16 /T:18
2 slams +24(25), 4d8+8(4d8+10) + burn 2d8 DC22(24)
Elder water
Hp:152(184)
Ac:24 /FF:17 /T:15
2slams +19(21), 6d8+20(6d8+22) + freeze 2d10 cold DC22(24),