Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Material Component:
a bloody vial worth 600+ GP
Verbal Component:
Invito Unum Malum
Verbal Component (Alternative):
I summon forth, an evil spawn; A dark creature, to act like my pawn.
Fiendish Spirit
Large fiend, neutral
Armor Class 12 + the spell's level
Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft. (Demon only); Fly 60 ft. (Devil only)
Str
13 (+1)
Dex
16 (+3)
Con
15 (+2)
Int
10 (0)
Wis
10 (0)
Cha
16 (+3)
Damage Resistances Fire
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Abyssal, Infernal, Telepathy 60 ft.
Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Throes (Demon Only). When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes.
Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit.
Failure: 2d10 plus this spell's level Fire damage.
Success: Half damage.
Devil's Sight (Devil Only). Magical Darkness doesn't impede the spirit's Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Bite (Demon Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d12 + 3 + the spell's level Necrotic damage.
Claws (Yugoloth Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Fiery Strike (Devil Only). Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft.
Hit: 2d6 + 3 + the spell's level Fire damage.
Classes: Warlock, Wizard
Tags: Summoning
Source: Player's Handbook (2024) (page 326)
View Summon Fiend Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).