You bind the service of a fiend, the creature is torn from the plane it knows to serve you against its will: Dretch, Imp, Lemure, Manes, Quasit, Cackler, Maw Demon, rutterkin, Crawling Claw, Death's Head, or Nupperibo. Appearing in an unoccupied space within range, the fiend recognizes the power that has bound it and it vocalizes its displeasure as often as it can.
Your unworldly familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. The demon can attack, but will do so only under direct command and usually with great duress.
When the fiend drops to 0 hit points, it drops to the ground dead and quickly disappears, leaving behind no physical form. As an action, you can temporarily dismiss the demon to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the demon drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your demon is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your demon's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the demon has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one demon at a time. If you cast this spell while you already have a demon, the first demon is released from the magic restraints binding it to you and a new demon appears close by. Usually this is a bad way to dismiss ones demon as one released from the binding spell it is then free to exact revenge for the initial binding.
Finally, when you cast a spell with a range of touch, your demon can deliver the spell as if it had cast the spell. Your demon must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
* - (1 pint of your blood, incense, and herbs that must be consumed by fire in a brass brazier)
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