Summon Fiend

Source: Player's Handbook (2024)
6th level Conjuration

Fiendish Spirit
Large fiend, neutral
Armor Class: (natural armor)
Hit Points:
Speed: 40 ft., climb 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
Condition Immunities: poison, poisoned
Senses: darkvision 60 ft., passive Perception 10
Languages: Abyssal, Infernal, telepathy 60 ft.
Challenge:
Proficiency Bonus: equals your bonus
Death Throes. When the spirit drops to 0 hit points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot emanation originating from the spirit. Failure: 2d10 + fire damage. Success: Half damage.
Devil’s Sight. Magical darkness doesn’t impede the spirit’s darkvision.
Magic Resistance. The spirit has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The spirit makes attacks.
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + necrotic damage.
Fiery Strike. Melee or Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft. or range 150 ft., one target. Hit: 2d6 + fire damage.
Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
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