Level 6
Basic Information | |
---|---|
School | Conjuration |
Classes | Warlock, Wizard |
Ritual? | No |
Duration | Concentration, up to 1 hour |
Components | V, S, M (humanoid blood inside a ruby vial worth at least 600 gp) |
Cast Time | 1 Action |
Range | 90 feet |
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose: Demon, Devil, or Yugoloth.
The creature resembles a fiend of the chosen type, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
Large fiend
Armor Class: 12 + spell level (natural armor)
Hit Points: 50 + 15 for each spell level above 6th
Speed: 40 ft.; climb 40 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 10 (+0) | 10 (+0) | 16 (+3) |
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Death Throes. When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature with in 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Large fiend
Armor Class: 12 + spell level (natural armor)
Hit Points: 40 + 15 for each spell level above 6th
Speed: 40 ft.; fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 10 (+0) | 10 (+0) | 16 (+3) |
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Devil's Sight Magical darkness doesn't impede the fiend's darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
Large fiend
Armor Class: 12 + spell level (natural armor)
Hit Points: 60 + 15 for each spell level above 6th
Speed: 40 ft.; fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 16 (+3) | 15 (+2) | 10 (+0) | 10 (+0) | 16 (+3) |
Damage Resistances: fire
Damage Immunities: poison
Condition Immunities: poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Actions
When you cast this spell using a spell slot of 7th level or higher, use the higher level wherever the spell's level appears in the stat block.