You summon a darkfiend which appears in an unoccupied space that you can see within range. The darkfiend disappears when it drops to 0 hit points or when the spell ends.
The darkfiend is friendly to you and your companions for the duration. Roll initiative for the darkfiend, which acts on its own turn. The darkfiend obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the darkfiend, it defends itself from hostile creatures, but otherwise take no actions.
If you treat the darkfiend badly, by not allowing it to be mischievous or by sending it into bright light, it can attempt a Charisma saving throw against your spell save DC at the end of each of its turns. On a successful save, the darkfiend is no longer under your control, becomes hostile to you, and doesn’t disappear for the duration, even if the spell ends.
At Higher Levels. When you cast this spell using a mythic spell slot of 2nd level or higher, you conjure forth one additional darkfiend for each mythic spell slot above 1st.
Previous Versions
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11/20/2020 5:10:17 AM
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