Party level: to



Change class color:
Back to default color


Show pictures:



I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon


Contacts:
if you have any ideas, email me

if you want to help me, you can donate :3

Share your spellbook:
In Tobolar we trust!
Last monsters:
What do you think?
http://beta.hardcodex.ru :3

Fiendish Spirit, L6

Fiendish Spirit, L6 Large Fiend, Casting Mod +1, Chaotic Evil CR 5 1 xp

  • Armor class 17 (Natural)
  • Hit points 63 (7d10+14)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 5 (1 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 16 (1d12+9) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 14 (1d8+9) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +9 to hit, Range 150ft.
Hit. 16 (2d6+9) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L7

Fiendish Spirit, L7 Large Fiend, Casting Mod +1, Chaotic Evil CR 7 2 xp

  • Armor class 18 (Natural)
  • Hit points 73 (9d10+18)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 7 (2 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 17 (1d12+10) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 15 (1d8+10) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +10 to hit, Range 150ft.
Hit. 17 (2d6+10) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L8

Fiendish Spirit, L8 Large Fiend, Casting Mod +1, Chaotic Evil CR 8 3 xp

  • Armor class 19 (Natural)
  • Hit points 83 (10d10+20)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 8 (3 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 18 (1d12+11) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 16 (1d8+11) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +11 to hit, Range 150ft.
Hit. 18 (2d6+11) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L9

Fiendish Spirit, L9 Large Fiend, Casting Mod +1, Chaotic Evil CR 10 5 xp

  • Armor class 20 (Natural)
  • Hit points 93 (11d10+22)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 10 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 19 (1d12+12) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 17 (1d8+12) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +12 to hit, Range 150ft.
Hit. 19 (2d6+12) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L6

Fiendish Spirit, L6 Large Fiend, Casting Mod +2, Chaotic Evil CR 5 1 xp

  • Armor class 17 (Natural)
  • Hit points 64 (8d10+16)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 5 (1 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 16 (1d12+9) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 14 (1d8+9) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +9 to hit, Range 150ft.
Hit. 16 (2d6+9) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L7

Fiendish Spirit, L7 Large Fiend, Casting Mod +2, Chaotic Evil CR 7 2 xp

  • Armor class 18 (Natural)
  • Hit points 74 (9d10+18)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 7 (2 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 17 (1d12+10) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 15 (1d8+10) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +10 to hit, Range 150ft.
Hit. 17 (2d6+10) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L8

Fiendish Spirit, L8 Large Fiend, Casting Mod +2, Chaotic Evil CR 8 3 xp

  • Armor class 19 (Natural)
  • Hit points 84 (10d10+20)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 8 (3 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 18 (1d12+11) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 16 (1d8+11) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +11 to hit, Range 150ft.
Hit. 18 (2d6+11) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L9

Fiendish Spirit, L9 Large Fiend, Casting Mod +2, Chaotic Evil CR 10 5 xp

  • Armor class 20 (Natural)
  • Hit points 94 (11d10+22)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 10 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 19 (1d12+12) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 17 (1d8+12) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +12 to hit, Range 150ft.
Hit. 19 (2d6+12) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L6

Fiendish Spirit, L6 Large Fiend, Casting Mod +3, Chaotic Evil CR 5 1 xp

  • Armor class 17 (Natural)
  • Hit points 65 (8d10+16)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 5 (1 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 16 (1d12+9) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 14 (1d8+9) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +9 to hit, Range 150ft.
Hit. 16 (2d6+9) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L7

Fiendish Spirit, L7 Large Fiend, Casting Mod +3, Chaotic Evil CR 7 2 xp

  • Armor class 18 (Natural)
  • Hit points 75 (9d10+18)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 7 (2 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 17 (1d12+10) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 15 (1d8+10) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +10 to hit, Range 150ft.
Hit. 17 (2d6+10) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L8

Fiendish Spirit, L8 Large Fiend, Casting Mod +3, Chaotic Evil CR 8 3 xp

  • Armor class 19 (Natural)
  • Hit points 85 (10d10+20)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 8 (3 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 18 (1d12+11) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 16 (1d8+11) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +11 to hit, Range 150ft.
Hit. 18 (2d6+11) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L9

Fiendish Spirit, L9 Large Fiend, Casting Mod +3, Chaotic Evil CR 10 5 xp

  • Armor class 20 (Natural)
  • Hit points 95 (11d10+22)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 10 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 19 (1d12+12) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 17 (1d8+12) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +12 to hit, Range 150ft.
Hit. 19 (2d6+12) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L6

Fiendish Spirit, L6 Large Fiend, Casting Mod +4, Chaotic Evil CR 5 1 xp

  • Armor class 17 (Natural)
  • Hit points 66 (8d10+16)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 5 (1 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 16 (1d12+9) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 14 (1d8+9) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +9 to hit, Range 150ft.
Hit. 16 (2d6+9) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L7

Fiendish Spirit, L7 Large Fiend, Casting Mod +4, Chaotic Evil CR 7 2 xp

  • Armor class 18 (Natural)
  • Hit points 76 (9d10+18)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 7 (2 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 17 (1d12+10) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 15 (1d8+10) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +10 to hit, Range 150ft.
Hit. 17 (2d6+10) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L8

Fiendish Spirit, L8 Large Fiend, Casting Mod +4, Chaotic Evil CR 9 5 xp

  • Armor class 19 (Natural)
  • Hit points 86 (10d10+20)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 9 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 18 (1d12+11) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 16 (1d8+11) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +11 to hit, Range 150ft.
Hit. 18 (2d6+11) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L9

Fiendish Spirit, L9 Large Fiend, Casting Mod +4, Chaotic Evil CR 10 5 xp

  • Armor class 20 (Natural)
  • Hit points 96 (12d10+24)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 10 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 19 (1d12+12) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 17 (1d8+12) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +12 to hit, Range 150ft.
Hit. 19 (2d6+12) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L6

Fiendish Spirit, L6 Large Fiend, Casting Mod +5, Chaotic Evil CR 5 1 xp

  • Armor class 17 (Natural)
  • Hit points 67 (8d10+16)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 5 (1 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 16 (1d12+9) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +9 to hit, Reach 5 ft.
Hit. 14 (1d8+9) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +9 to hit, Range 150ft.
Hit. 16 (2d6+9) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L7

Fiendish Spirit, L7 Large Fiend, Casting Mod +5, Chaotic Evil CR 7 2 xp

  • Armor class 18 (Natural)
  • Hit points 77 (9d10+18)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 7 (2 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 3 Attacks.

Bite (Demon Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 17 (1d12+10) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +10 to hit, Reach 5 ft.
Hit. 15 (1d8+10) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +10 to hit, Range 150ft.
Hit. 17 (2d6+10) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L8

Fiendish Spirit, L8 Large Fiend, Casting Mod +5, Chaotic Evil CR 9 5 xp

  • Armor class 19 (Natural)
  • Hit points 87 (10d10+20)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 9 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 18 (1d12+11) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +11 to hit, Reach 5 ft.
Hit. 16 (1d8+11) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +11 to hit, Range 150ft.
Hit. 18 (2d6+11) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Fiendish Spirit, L9

Fiendish Spirit, L9 Large Fiend, Casting Mod +5, Chaotic Evil CR 10 5 xp

  • Armor class 20 (Natural)
  • Hit points 97 (12d10+24)
  • Speed 40 ft., Climb 40ft. (Demon Only), Fly 60ft. (Devil Only)
  • STR13 (+1)
  • DEX16 (+3)
  • CON15 (+2)
  • INT10 (0)
  • WIS10 (0)
  • CHA16 (+3)

Damage Resistances:Fire

Damage Immunities:Poison

Condition Immunities:Poisoned

Senses:

Darkvision 60ft., Passive Perception 10

Languages:Abyssal, Infernal, Telepathy 60ft.

Challenge: CR 10 (5 xp)

When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

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

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack. The fiend makes 4 Attacks.

Bite (Demon Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 19 (1d12+12) Necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack. +12 to hit, Reach 5 ft.
Hit. 17 (1d8+12) Slashing damage.
Immediately after the attack hits or misses, the fiend can magically teleport up to 30ft to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack. +12 to hit, Range 150ft.
Hit. 19 (2d6+12) Fire damage.
If the target is a flammable object that isn't being worn or carried, it also catches fire.

Legendary Actions

Death Throes (Demon Only). 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 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.

Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.