Fiend, Stage 4 (Infernal Summoning) Image

On your turn as an action, you can tear open a portal to the Netherworld and summon up to 4 Imps. These Imps are each summoned into their own unoccupied space within 30 feet of you. The summoned Imps are friendly to you and your companions. They all act directly after you in the initiative order. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The Imps disappear in a shower of ash and embers after 1 hour, or if they are reduced to 0 hit points. The GM has the Imps’ statistics.

Once you use this ability, you cannot use it again until you complete a long rest.

Flaw
Pull of the Netherworld. Your new native plane attempts to pull you to it, laying claim to your form. Whenever you roll a natural 1 on a saving throw against a magical spell or ability, you take 1d6 force damage per two character levels in addition to any other damage or effects you would suffer, as your native plane attempts to unbind you from the Material Plane. For example, a 6th level Fighter would take 3d6 force damage. This damage ignores resistances and immunities

Fiend, Stage 4 (Infernal Summoning) Image

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