Level
4th
Casting Time
1 Action
Range/Area
Unlimited
Components
None
Duration
Until Dispelled
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You summon a demonic spirit to serve you as your companion. This corporeal form uses the Demonic Spirit stat block. There is an unlimited duration to this spell, but if you or your companion drops to 0 hit points, the spell ends and you cannot cast it again until you finish a long rest. Summoning a companion requires you to use up an attunement slot until the spell ends. Your demonic familiar is an ally to you and your companions. During combat, your companion has its own initiative.

You can choose the appearance of your demonic familiar from these options: Ghost Dragon, Shoosuva, Hellwasp, Bone Naga, and Nightmare. If you would like to use a different option that is not on the list, consult with your DM. Each option has its own table, located underneath the Demonic Spirit stat block.

Demonic Spirit Stat Block

Demonic Spirit Stat Block

Each companion counts as a Large Fiend. Their sizes are Large.

Appearance

Ghost Dragon, Shoosuva, Hellwasp, Bone Naga, Nightmare

Armour Class

12 + Your Spellcasting Modifier

Hit Points

90 + Your Spellcasting Modifier + Companion’s Constitution Modifier

Ability Scores

STR 13 +1 | DEX 16 +3 | CON 15 +2 | INT 10 +0 | WIS 10 +0 | CHA 16 +3

Damage Resistances

Fire

Damage Vulnerabilities

Radiant

Senses

Darkvision 60ft

Languages

Abyssal, Infernal, Telepathy 60ft (with the caster only)

Proficiency Bonus

Your proficiency bonus

Magic Resistance

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

Death Throes

When the fiend drops to 0 hit points, it explodes, and each creature within 10ft of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + your spellcasting modifier (fire damage) on a failed save, or half as much damage on a successful one.

Multiattack

The fiend makes a number of attacks equal to half of your spellcasting modifier (rounded down).

Bite

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 1d12 + 3 + your spellcasting modifier (necrotic damage).

Ghost Dragon Features

Ghost Dragon Features

These features are added onto the Demonic Spirit Stat Block ones.

Speed

Walking 0ft; Flying 40ft

Damage Resistances

Slashing from non-magical attacks

Damage Immunities

Necrotic

Condition Immunities

N/A

Flames of Death

The ghost dragon exhales a blast of unholy flames towards all creatures within a 30ft radius. Each creature must make a Dexterity saving throw (against your spell save DC). On a failure, a creature takes 3d10 fire damage + 1d8 necrotic damage and is burned (takes 1d8 fire damage on each turn until it succeeds on a Constitution saving throw against your spell save DC). On a success, a creature takes half the damage.

Claw

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 2d6 + your spellcasting modifier (slashing damage).

Additional Bite Features

When the ghost dragon bites a creature, it deals an additional 1d8 necrotic damage.

Shoosuva Features

Shoosuva Features

These features are added onto the Demonic Spirit Stat Block ones.

Speed

40ft

Damage Resistances

Lightning, Cold, Necrotic

Damage Immunities

Poison

Condition Immunities

Poisoned, Paralysed

Tail Shocker

Melee Weapon Attack: Your spellcasting modifier to hit; reach 15ft; one target. Hit: 2d8 + 4 piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned. While poisoned, the target is also paralysed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Spike Shield

The shoosuva positions itself in front of you or an ally, and uses its spiky spine as a protective shield. When an attack is supposed to hit whoever it is guarding, the shoosuva takes half of the damage, and the person being guarded takes the other half. The attacker must roll a Constitution saving throw (DC 15) if the attack lands, and is poisoned for three turns if it fails.

Additional Bite Features

When the shoosuva bites a creature, it deals an extra 1d4 piercing damage.

Hellwasp Features

Hellwasp Features

These features are added onto the Demonic Spirit Stat Block ones.

Speed

Walking 0ft; Flying 30ft

Damage Vulnerabilities

Cold

Damage Immunities

Fire

Magic Weapons

The hellwasp’s weapon attacks are magical.

Sting

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 1d8 + 4 piercing damage + 2d6 fire damage. The target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralysed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Sword Talons

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 2d6 + 4 piercing damage.

Glory to the Queen (Replaces Bite)

The hellwasp channels its energy to telepathically communicate with its queen, which raises its spirit. For 10 minutes, the hellwasp and its owner both gain an additional 1d8 fire damage to their attacks, or 2d8 if the owner chooses to lend their bonus to their companion. This feature cannot be used again until the hellwasp or its companion takes 15 or more damage in one hit.

Bone Naga Features

Bone Naga Features

These features are added onto the Demonic Spirit Stat Block ones.

Speed

30ft

Damage Immunities

Poison

Condition Immunities

Poisoned

Spellcasting

The bone naga can cast the Poison Spray cantrip without expending any spell slots. It can also cast Protection from Poison to its owner or one of their allies once per short rest. Additionally, once per long rest, the bone naga can channel its magical energy and grant its owner an extra 2d8 poison damage to one spell that hits a target (the bonus is stored if the owner misses the attack, and is used up once they hit).

Bone-Crusher

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 2d8 + 4 bludgeoning damage. The target is grappled (escape DC 16), and both the target and the bone naga take 1d8 bludgeoning damage until the target escapes. The bone naga cannot attack, cast spells, or use bone-crusher on another target until the target escapes.

Nightmare Features

Nightmare Features

These features are added onto the Demonic Spirit Stat Block ones.

Speed

60ft; cannot fly (due to balancing)

Damage Immunities

Fire

Confer Fire Resistance

The nightmare can grant resistance to fire damage to anyone riding it (the nightmare allows its owner’s allies to ride it, also). When someone is riding the nightmare, they are knocked prone if they are hit off of it.

Illumination

The nightmare sheds bright light in a 10ft radius and dim light for an additional 10ft.

Hooves

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target. Hit: 2d8 + 4 bludgeoning damage + 2d6 fire damage.

Buck (Replaces Bite)

Melee Weapon Attack: Your spellcasting modifier to hit; reach 5ft; one target.

Hit: 3d10 bludgeoning damage. If someone is riding the nightmare, they must succeed on a Dexterity saving throw (DC 16) or be knocked prone off of the nightmare, and receive 1d10 bludgeoning damage. Can only use this attack if someone is riding the nightmare.

Spell Tags: Summoning

Available For: Druid (Legacy) Sorcerer (Legacy)

vampyems

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