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Summon Fiend

Level6SchoolConjuration

Level 6 · Conjuration

  • Casting time: Action
  • Range: 90 feet
  • Components: V, S, M (a bloody vial worth 600+ GP)
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock, Wizard

Spell effect

You call forth a fiendish spirit.

It manifests in an unoccupied space that you can see within range and 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 details 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 allies.

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 movement to avoid danger.

Using a Higher-Level Spell Slot

Use the spell slot’s level for the spell’s level in the stat block.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 325

Open the original rulebook — PDF page 325 — source PDF is not included in this player reference.

PDF page 326

Open the original rulebook — PDF page 326 — source PDF is not included in this player reference.

PDF page 327

Open the original rulebook — PDF page 327 — source PDF is not included in this player reference.