Summon Fiend

6th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (humanoid blood inside a ruby vial worth at least 600 gp)
Duration: (C) 1 hour

Target. An unoccupied space that you can see within range.
Effect. You call forth a fiendish spirit. This corporeal form uses the Fiendish Spirit stat block. When you cast the spell, choose the creature's form: Demon, Devil, Yugoloth, or Rakshasa. The spirit resembles a fiendish creature with the chosen form, which determines the Fiendish Spirit stat block it uses. 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 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.
At Higher Levels. Use the higher level wherever the spell's level appears in the stat block.

Demonic Fiendish Spirit

Large Fiend, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
17 (+3)15 (+2)20 (+5)14 (+2)16 (+3)17 (+3)

Damage Resistances acid, cold, lightning
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Infernal, telepathy 120 ft.

Traits

Fire Aura. At the start of each of the fiend's turns, each creature within 5 feet of it takes 1d10 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the fiend or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Death Throes. When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a DC Caster Spell Save DC Dexterity saving throw. A creature takes 2d10 + 6 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

Multiattack. The fiend makes a number of attacks equal to one third of this spell's level (rounded up).

Longsword. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + Spell Level slashing damage plus 1d4 lightning damage. If the fiend scores a critical hit, it rolls damage dice three times, instead of twice.

Devilish Fiendish Spirit

Large Fiend, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
15 (+2)17 (+3)20 (+5)12 (+1)16 (+3)17 (+3)

Damage Resistances acid, cold, lightning
Damage Immunities fire, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal, Infernal, telepathy 120 ft.

Traits

Devil's Sight. Magical darkness doesn't impede the fiend's darkvision.

Fear Aura. Creatures of the fiend's choice that start their turn within 20 feet of it must make a DC Caster Spell Save DC Wisdom saving throw. On a failed save, the creature is Frightened until the start of its next turn. if the creature's saving throw is successful, the creature is immune to the fiend's Fear Aura for the next 24 hours.

Innate Spellcasting. The fiend uses your spellcasting ability modifier and spell save DC. It can innately cast the following spells, requiring no material components:
At will: detect magic

Magic Resistance. The fiend has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to one third of this spell's level (rounded up).

Hurl Hellfire. Ranged Spell Attack: +Spell Attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + Spell Level fire damage. On a critical hit, the creature begins Burning for 2d6 fire damage. This Burning does not provoke a saving throw at the end of each turn. If the target is a flammable object that isn't being worn or carried, it begins Burning.

Hurl Hellfrost. Ranged Spell Attack: +Spell Attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + Spell Level cold damage. On a critical hit, if the target is a creature, it begins Freezing immediately. If the target is a liquid that can freeze, it freezes in a 10-foot cube for 1 hour.

Yugoloth Fiendish Spirit

Large Fiend, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
17 (+3)12 (+1)14 (+2)20 (+5)16 (+3)17 (+3)

Skills Arcana +5 + PB, Deception +3 + PB, Insight +3 + PB, Perception +3 + PB
Damage Resistances cold, fire, lightning
Damage Immunities acid, poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13 + PB
Languages Abyssal, Infernal, telepathy 120 ft.

Traits

Innate Spellcasting. The fiend uses your spellcasting ability modifier and spell save DC. It can innately cast the following spells, requiring no material components:
At will: alter self, darkness, detect magic, invisibility (self only), mage hand, minor illusion

Magic Resistance. The fiend has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to one third of this spell's level (rounded up).

Claws. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + Spell Level slashing damage plus 1d4 poison damage. If the fiend scores a critical hit, the target is Poisoned for 1 minute.

Bonus Actions

Teleport. The fiend magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Rakshasa Fiendish Spirit

Large Fiend, Unaligned

Armor Class 12 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft., fly 70 ft.

STRDEXCONINTWISCHA
14 (+2)17 (+3)18 (+4)13 (+1)16 (+3)20 (+5)

Skills Deception +5 + PB, Insight +3 + PB, Perception +3 + PB
Damage Vulnerabilities piercing
Damage Resistances damage from spells; bludgeoning, slashing
Damage Immunities poison
Condition Immunities Poisoned
Senses darkvision 120 ft., passive Perception 13 + PB
Languages Abyssal, Infernal, telepathy 120 ft.

Traits

Innate Spellcasting. The fiend uses your spellcasting ability modifier and spell save DC. It can innately cast the following spells, requiring no material components:
At will: detect thoughts, disguise self, detect magic, mage hand, minor illusion

Magic Resistance. The fiend has Advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to one third of this spell's level (rounded up).

Claws. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + Spell Level slashing damage plus 1d4 psychic damage. If the fiend scores a critical hit, the target is Charmed for 1 minute. Whenever the fiend damages the target, it can make a DC Caster Spell Save DC Wisdom saving throw, ending the effect on a success.

Bonus Actions

Invisibility. The fiend magically turns Invisible until it takes a hostile action.

Source: TCE 112

Changelog