Conjure Fiend

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a vial of fiend blood)

Duration: Concentration, up to 1 hour

You call forth a fiendish servant to do your bidding. A fiend of challenge rating 5 or lower appears in an unoccupied space at a point in range. Upon summoning the fiend a collar of spiked chain appears around its neck. As a bonus action, you can cause 5 magic piercing damage to the creature that can not be reduced to bring it to heel.

The fiend disappears when it drops to 0 hit points or when the spell ends.

The fiend is friendly to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the fiend, it acts as a fiendish creature would, doing whatever it thinks it can get away with.

If your concentration is broken, the fiend doesn’t disappear.

Instead, the collar around the fiends neck explodes and you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fiend can’t be dismissed by you.

The GM has the fiend’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.

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