You conjure one daedra from the realms of Oblivion. You choose the daedra’s type, which must be one of challenge rating 3 or lower. The daedra appears in an unoccupied space you can see within range, and the daedra disappears when it drops to 0 hit points or when the spell ends.
Roll initiative for the daedra, 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.
At the end of each of the daedra’s turns, it makes a Charisma saving throw with disadvantage. On a failed save, the daedra continues to obey you. On a successful save, your control of the daedra ends for the rest of the duration, and the daedra spends its turns pursuing and attacking the nearest non-daedra to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled daedra doesn’t disappear for 1d6 rounds if it still has hit points.
As part of casting the spell, you can form a circle on the ground with the soul of another daedra. The circle is large enough to encompass your space. While the spell lasts, the summoned daedra can’t cross the circle or harm it, and it can’t target anyone within it.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the challenge rating increases by 1 for each slot level above 2nd.
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