You summon fiend spirits that take the form of rats and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- One giant Rat
- Two normal Rats
- Four tiny Rats
Each Rat is also considered a fiend, and it disappears when it drops to 0 hit points or you dismiss it.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. 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.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more powerful creatures appear: multiply their health and AC by two with a 5th-level slot, multiply their health, AC, and damage by 2.5 with a 7th-level slot, and multiply everything (Amount summoned, stats, everything.) by three with a 9th-level slot.
The table below describes the summoned monsters stats.
| Creature | Stats |
|---|---|
| Giant Rat | HP: 20, AC 12, (STR 16, DEX 12, CON 16, INT 15, WIS 4, CHA 4), Claw Attack: +4 to hit, 1d8+2 slashing damage |
| Rat | HP: 10, AC: 6, (STR 8, DEX 6, CON 8 INT 10, WIS 2, CHA 2) Claw Attack: +2 to hit, 1d4+1 slashing damage. |
| Tiny Rat | HP: 5, AC: 3, (STR 4, DEX 3, CON 4, INT 5, WIS 1, CHA 1) Claw Attack: +1 to hit, 3 slashing damage. |
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