You slice open the palm of your hand and begin to utter foul words, summoning demons from the chaos of the Abyss. As your blood hits the floor a dark crimson light begins to shine from the ground in front of you. Roll 2d12 and add your Charisma modifier to the number. Take the resulting number as damage. Then summon a demon according to the damage based on the chart below.
| Damage Taken | Demons Summoned |
|---|---|
| 0-12 | One demon of challenge rating 5 or lower |
| 13-23 | One demon of challenge rating 6 or lower |
| 24+ | One demon of challenge rating 7 or lower |
You choose the demon's type, such as a chasme or a maurezhi. The contracted demon appears 5 feet in front of you.
Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.
If dispel magic is cast and succeeds the demon is freed from the contract but is not banished to the abyss. Instead, your control of the demon ends and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. An uncontrolled demon doesn’t disappear for 1d12 rounds if it still has hit points.
The spell can be ended at any time by commanding the contracted demon to return to the abyss.
* - (a dagger)
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