Summoner
Outside a circle filled with arcane sigils stands a tiefling reciting an incantation. The air itself grows loud and full as he practically shouts the last words. Instantly, standing before him is a devil nearly twice his size. For a brief instant the tiefling is frightened, but that quickly fades. He has no reason to fear his pet.
Goblins scatter as the hearty fists of a walking boulder slam into the ground beside them. As they turn to run, they find themselves being lifted up by the air itself taken form. A half-elf stands before them, fire erupting in a spiral behind her, commanding the goblins’ surrender.
In a meadow on a bright day, pixies zip and zoom around an elderly halfling. The halfling and her companions sneak up on two unsuspecting dwarves laying in the meadow. There is a sudden flare of magic as both dwarves are transformed into chickens, causing the halfling and her fey minions to run away laughing.
Tamers
Summoners do not fight with their own strength, nor are they a master of spells. Instead a summoner enlists the aid from creatures of other realms to do their bidding. Some summoners may view this arrangement as that of a master and servant. The minions they summon are mere tools used to fight and explore. Others form a more developed kinship with their underlings, regarding them as pets of a sort. Regardless of a summoner's feelings for their conjurations, the minions are loyal to their summoner and will obey them to the best of their ability.
Although many summoners seem called to this art do to their natural born gifts, the ability to pull another creature from its plane of birth and have it follow your word unyieldingly, is a skill that needs to be developed and honed. Lest the master become the servant.
Tampering in Foreign Domains
To conjure their minions, a summoner must breach across the planes to ensnare their quarry. Not only is this a rare art for someone who has not spent years studying spells and the arcane, but it is the bold and intrepid adventurer who kidnaps the denizens of the mercurial Feywild and the tyrannical Nine Hells to serve them. Snatching creatures for temporary tasks or to fight on their behalf in battle, a summoner cannot waver in their authority over their transplanar vassals. As such summoners are often arrogant in their skills and certain of their ability to best any who might confront them. Or perhaps just foolish enough to believe their constant tampering in foreign domains could never have repercussions.
Creating a Summoner
It is important to consider why your summoner chose their Planar Connection. Perhaps their bloodline is tied to that plane like elves with the Feywild, genasi with the Elemental Planes, and tieflings with the Nine Hells. Or perhaps they are a scholar with a strong fascination and study with that plane. Or instead it was something from the plane that reached out to your summoner.
The Summoner
| Level | Proficiency Bonus | Features |
|---|---|---|
| 1st | +2 | Summoning, Planar Connection |
| 2nd | +2 | Protecting Minion |
| 3rd | +2 | Control Minion |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Lasting Control |
| 6th | +3 | Minion Transposition |
| 7th | +3 | Planar Connection feature |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Monster Wrangler |
| 10th | +4 | Repeated Command |
| 11th | +4 | Control Conjuration |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | Planar Connection feature |
| 14th | +5 | Superior Minion Transposition |
| 15th | +5 | Planar Travel |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | Monster Master |
| 18th | +6 | Planar Connection feature |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Superior Summoner |
Also to consider is how your constant abductions from other planes affects the peoples and ecosystem there. Are you a thorn in the side of the rulers of Hell, challenging their authority? Do the inhabitants fear to be absconded off with? Or do they relish to serve a great conqueror and master?
Quick Build
You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit or sage background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose summoner as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class or to take a level in another class if you are already a summoner.
Proficiencies Gained. If summoner isn't your initial class, here are the proficiencies you gain when you take your first level as a summoner: none.
Class Features
As a summoner, you gain the following class features.
Hit Points
- Hit Dice: 1d6 per summoner level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
Proficiencies
- Armor: None
- Weapons: Daggers, darts, slings, whips, nets
- Tools: None
- Saving Throws: Wisdom, Charisma
- Skills: Choose two from Animal Handling, Arcana, History, Intimidation, Medicine, and Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) two daggers or (b) a net
- (a) a dungeoneer’s pack or (b) a scholar’s pack
- A sling and a whip
If you forgo this starting equipment, as well as the items offered by your background, you start with 3d4 x 10 gp to buy your equipment.
Summoning
1st-level summoner feature
You can summon minions from another plane. The minions you can summon are specified by your Planar Connection and are detailed at the end of the class features. Summoning takes an action. You must make a Charisma check against a DC of 8 + the total challenge rating level of the minion or minions you're summoning (rounded down). Alternatively, you can concentrate on the summons, as if on a spell, for 1 minute to add your proficiency bonus to this check. On a success, the minion or minions appear in unoccupied spots you can see within 30 feet of you. A minion cannot take movement or actions on the same turn it was summoned. Any attempt to summon when the total challenge rating level of all your minions after the summons would be more than half your summoner level (not rounded) fails.
A minion returns to its plane when it is reduced to 0 hit points, when you finish a long rest, or if you dismiss it as an action. You can also temporarily send any or all minions to an extradimensional plane as an action and return any or all to an unoccupied space within 30 feet of you as a bonus action.
You can only attempt to summon a minion or minions a number of times equal to your Charisma modifier plus 2. You regain all expended uses when you finish a long rest.
The summoned minions are friendly to you and your companions. A minion takes its turn on your initiative. On your turn, you can verbally command your minions where to move (no action required by you). You can use your action to verbally command any minion to take an action it have available to it. If you don't issue any commands, a minion defends itself from hostile creatures, but otherwise takes no actions.
Planar Connection
1st-level summoner feature
You choose which plane you summon your minions from: Elemental Plane, Feywild, or Nine Hells, all detailed at the end of the class description. Your choice grants you features at 7th level and again at 13th and 18th level.
Protecting Minion
2nd-level summoner feature
If you are within 5 feet of your minion and are attacked by a creature you can see, you can use your reaction to have the minion step in and take the attack instead.
Control Minion
3rd-level summoner feature
As an action, you can control a minion of yours as if it were your own body. On each turn, you can act all the movements and actions of your creature and see through your minion's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.
While perceiving through the minion’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
You can do this for a total number of hours equal to your Charisma modifier. You regain all expended time after finishing a long rest.
You must make a concentration check any time you or the creature takes damage. The connection is lost if you fail this check or if you or your minion drop to 0 hit points.
Ability Score Improvement
4th-level summoner feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Lasting Control
5th-level summoner feature
If you fall unconcious, you now control your minions' actions for 1 minute as if you were still commanding them, your connection now strong enough to temporarily manipulate them beyond consciousness.
Minion Transposition
6th-level summoner feature
You can use an action to teleport with a minion within 60 feet of you, swapping places. This action fails, if either you or your minion cannot fit within the new space.
Monster Wrangler
9th-level summoner feature
You can cast the hold monster spell without providing material components (DC equal to 8 + your proficiency bonus + your Charisma modifier). If the creature is from your planar connection it is at disadvantage on its saving throw.
Once you use this feature, you must finish a short or long rest before you can use it again.
Repeated Command
10th-level summoner feature
You no longer have to keep commanding your minions to keep making the same actions. When you use your action to command a minion, you may specify that it keep doing the same action indefinitely or until a specific condition is met. For example you may command a minion to use a particular attack against a creature until it is dead. You must specify the appropriate target when doing this. You can not simply command, “Use the slam attack against any hostile creature.” If the minion is unable to complete the action, it takes no action.
Control Conjuration
11th-level summoner feature
As an action, you can make an attempt to control a hostile conjured creature within 60 feet of you. Make a contested Charisma check opposed by the creature’s controller’s spell casting ability check (if it is a spellcaster) or its Charisma check (if it is not a spellcaster). If the summoned creature is from your planar connection, you have advantage on the roll.
On a success, you gain control of it as if you had conjured the creature. On a failure, you do not gain control and cannot make another attempt against a creature summoned by that conjurer for 24 hours.
On each of the original conjurer’s turns, it can use an action to attempt to regain control using the same contested ability check.
Superior Minion Transposition
14th-level summoner feature
You may now use an action to switch places with one of your minions if it is within 120 feet of you. You may also use your action to to switch places with a minion that is greater than this distance by expending a use of your summoning. Either action fails, if either you or your minion cannot fit within the new space.
Planar Travel
15th-level summoner feature
You can access to your planar connection. You may cast the plane shift spell without providing material components (DC equal to 8 + your proficiency bonus + your Charisma modifier) to the plane of your planar connection. Alternatively, you can plane shift from that plane to the material plane.
Once you use this feature, you must finish a long rest before you can use it again.
Monster Master
17th-level summoner feature
You can cast the dominate monster spell. If the creature is from your planar connection it is at disadvantage on its saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier).
Once you use this feature, you must finish a long rest before you can use it again.
Superior Summoner
20th-level summoner feature
When you roll initiative and have no uses of summoning left, you regain one use, and a minion can now act on the same turn it was summoned.
Planar Connection
Your minions come from a specific plane of existence to which you have managed to form a strong connection with. The Nine Hells is the home to various breeds of devils. The Feywild holds the mercurial and playful fey. And the Elemental Plane is divided up into the Planes of Air, Earth, Fire, and Water where elementals of those essences roam.
Elemental Plane
The Elemental Plane is home to the very essence that shaped all worlds. These primordial elements are that which you seek to control.
Elementals
1st-level Elemental Plane feature
When you choose this connection at 1st level, you develop a link to the Elemental Planes. When you summon minions, you may choose from the elementals listed at the end of the class description or any other elemental the DM permits. Also, you learn to speak, read, and write Primordial.
Elemental Rejuvenation
7th-level Elemental Plane feature
Your minion can regain all its hit points by spending 1 minute per its challenge rating surrounded by an element that comprises it. It is incapacitated during this process. Once a minion uses this feature, it must finish a short or long rest before it can use it again.
Elemental Understanding
13th-level Elemental Plane feature
You have advantage on all saving throws against elementals and advantage on all Intelligence, Wisdom, and Charisma ability checks involving elementals. Also elementals have disadvantage on all attack rolls against you.
Transform Matter
18th-level Elemental Plane feature
As an action, you gain the ability to transform the world around you into the most basic elements for the next hour. During this time you can take 1 minute to transform up to 10 5-foot cubes within a range of 100 feet you. The cubes become your choice of air, earth, fire, or water (choose for each cube). You can only transform a cube if it is comprised of air, earth, fire, or water or other natural equivalents (e.g. gems, metals, trees). If the cube has a structure or creature in it, the created element simply surrounds the it. You cannot change a cube that is comprised wholly of a creature or a structure.
The cubes will remain in their place and shape, regardless if they would normally fall or spill over into the surrounding area. If a creature enters or starts its turn in a fire cube it takes 2d8 fire damage.
When the hour is finished, the cubes return to their original material.
Once you use this feature, you must finish a long rest before you can use it again.
Feywild
The Feywild is a place of tricks and cruelty, but also of beauty and wonder. It is the hardened conjurer that can dominate creatures of such a realm.
Fey
1st-level Feywild feature
When you choose this connection at 1st level, you develop a link to the Feywild. When you summon minions, you may choose from the fey listed at the end of the class description or any other fey the DM permits. Also, you learn to speak, read, and write Sylvan.
Beast Change
7th-level Feywild feature
You may have your minions take the form of ordinary beasts. By taking 1 minute, a fey minion can transform into a beast of a lower challenge rating. It assumes all statistics and abilities of the beast and loses all of its own, though it still counts as fey. When it drops to 0 hit points in beast form it returns to the feywild.
It may return to its fey form by taking a short rest.
Fey Understanding
13th-level Feywild feature
You have advantage on all saving throws against fey and advantage on all Intelligence, Wisdom, and Charisma ability checks involving fey. Also fey have disadvantage on all attack rolls against you.
Object of Discord
18th-level Feywild feature
As an action, you can summon an object of otherworldly desire from the Feywild in a spot within 30 feet of you. The object exists in this plane for 1 minute and can take the form of whatever you wish, but must fit within a 5 foot cube. The first time on its a turn a creature is within a 20 foot radius of the object and can see it, that creature must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). You and your allies and creatures that can’t be charmed are immune to this effect.
On a failed saved, the creature is overcome with desire for the object. It will use all its actions and movement to retrieve the object, stop others from retrieving it, and once retrieved will do anything in its power to keep it. At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, this effect ends on the creature.
Once you use this feature, you must finish a long rest before you can use it again.
Nine Hells
The Nine Hells is a stringent hierarchy where the lowly serve the great. Bending its denizens to your unyielding will is a capable task indeed.
Devils
1st-level Nine Hells feature
When you choose this connection at 1st level, you develop a link to the Nine Hells. When you summon minions, you may choose from the devils listed at the end of the class description or any other fiend (devil) the DM permits. Also, you learn to speak, read, and write Infernal.
Fearful Onslaught
7th-level Nine Hells feature
When a minion attacks a creature, you may have the creature must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failure, it is frightened of all of your minions. A fiend (devil) of a higher CR than the attacking minion automatically succeeds.
At the end of each of its turns, the creature can make another Wisdom saving throw. On a success, it is no longer frightened of your minions.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest
Devilish Understanding
13th-level Nine Hells feature
You have advantage on all saving throws against fiends (devils) and advantage on all Intelligence, Wisdom, and Charisma ability checks involving fiends (devils). Also fiends (devils) have disadvantage on all attack rolls against you.
Mouth of Hell
18th-level Nine Hells feature
At the 18th level, as an action you open a mouth to hell in an unoccupied 5 feet square in a range of 100 feet from you. 20 imps pour out from the hell hole. Each creature in a 40 foot radius of the hole must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + your Charisma modifier). On a failed save, it takes 1d6 piercing damage and 1d6 poison damage per imp that attacks it or half as much on a success.
Imps will attack evenly amongst all creatures(e.g. if there are 5 creatures each is attacked by 4 imps). If there are not an even number of creatures the remainder imps attack the closest available creatures (e.g. if there are 6 creatures, 4 creatures would be attacked by 3 imps and the 2 closest creatures to the hole would be attacked by 4 imps). After the attacks, the imps return to hell and the mouth is closed.
Once you use this feature, you must finish a long rest before you can use it again.
Minions
You may only summon the minions specified in your Planar Connection.
Elementals
Air Elemental (CR 1/2)
Small elemental
- Armor Class 12 (10 + its Dexterity modifier)
- Hit Points 9
- Speed 0 ft., fly 45 ft. (hover)
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (0) 6 (-2)
- Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60ft., passive Perception 10
- Languages Auran
Air From. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Actions
Slam. Melee Weapon Attack: (your proficiency bonus + its Dexterity modifier) to hit, reach 5 ft., one target. Hit: 14 (1d6 + its Dexterity modifier) bludgeoning damage.
When you summon an Air Elemental at a higher challenge rating, it gains +9 hit points for each 1/2 challenge rating above challenge rating 1/2, as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 1/2 The elemental’s size becomes Medium, its Dexterity increases to 16, and the damage dice for its slam attack become 1d8.
- CR 2 1/2 The elemental gains the following action:
Multiattack. The elemental makes two slam attacks.
- CR 3 The elementals fly speed increases to 90 feet.
- CR 3 1/2 The elementals Dexterity increases to 18 and the damage dice for its slam attack become 2d8.
- CR 4 The elemental’s size becomes Large and it gains the following action:
Whirlwind. (Recharge 4-6). Each creature in the elemental's space must make a Strength saving throw (DC equal to your proficiency bonus + its Constitution modifier). On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw (DC equal to your proficiency bonus + its Constitution modifier) or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
- CR 5 The elemental’s Dexterity increases to 20.
- CR 6 The damage dice for elemental’s slam attack becomes 2d10.
- CR 7 The elemental’s Dexterity increases to 22.
- CR 8 The elemental’s size becomes Huge and the damage dice for elemental’s slam attack become 3d10.
- CR 9 level The elemental’s Dexterity increases to 24.
- CR 10 The elemental’s size becomes Gargantuan, and the damage dice for its slam attack become 3d12.
Earth Elemental (CR 1/2)
Small elemental
- Armor Class 17 (natural armor)
- Hit Points 13
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 8 (-1) 20 (+5) 5 (-3) 10 (0) 5 (-3)
- Damage Vulnerabilities thunder
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, unconscious
- Senses darkvision 60ft., tremorsense 60ft., passive Perception 10
- Languages Terran
Actions
Slam. Melee Weapon Attack: (your proficiency bonus + its Strength modifier) to hit, reach 10ft., one target. Hit: 14 (1d6 + its Strength modifier) bludgeoning damage.
When you summon an Earth Elemental at a higher challenge rating, it gains +13 hit points for each 1/2 challenge rating above challenge rating 1/2, as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 1/2 The elemental’s size becomes Medium, its Strength increases to 16, and the damage dice for its slam attack become 1d8.
- CR 2 1/2 The elemental gains the following action:
Multiattack. The elemental makes two slam attacks.
- CR 3 The elemental gains a burrow speed of 30 feet and the following ability:
Earth Glide. The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
- CR 3 1/2 The elementals Strength increases 18 and the damage dice for its slam attack become 2d8.
- CR 4 The elemental’s size becomes Large and it gains the following attribute:
Siege Monster. The elemental deals double damage to objects and structures.
- CR 5 The elemental’s Strength increases 20.
- CR 6 The damage dice for elemental’s slam attack become 2d10.
- CR 7 The elemental’s Strength increases 22.
- CR 8 The elemental’s size becomes Huge and the damage dice for elemental’s slam attack become 3d10.
- CR 9 level The elemental’s Strength increases 24.
- CR 10 The elemental’s size becomes Gargantuan, and the damage dice for its slam attack become 3d12.
Fire Elemental (CR 1/2)
Small elemental
- Armor Class 10 (10 + its Dexterity modifier)
- Hit Points 10
- Speed 25 ft.
STR DEX CON INT WIS CHA 10 (+0) 11 (+0) 16 (+3) 6 (-2) 10 (0) 7 (-2)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities fire, poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60ft., passive Perception 10
- Languages Ignan
Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing.
Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Actions
Touch. Melee Weapon Attack: (your proficiency bonus + its Dexterity modifier) to hit, reach 5 ft., one target. Hit: 10 (1d4 + its Dexterity modifier) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
When you summon a Fire Elemental at a higher challenge rating, it gains +10 hit points for each 1/2 challenge rating above challenge rating 1/2, as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 1/2 The elemental’s size becomes Medium, its Dexterity increases to 13, and the damage dice for its touch attack become 1d6.
- CR 2 1/2 The elemental gains the following action:
Multiattack. The elemental makes two slam attacks.
- CR 3 The elemental’s movement speed becomes 50 feet.
- CR 3 1/2 The elementals Dexterity increases to 15 and the damage dice for its touch attack become 2d6.
- CR 4 The elemental’s size becomes Large and it gains the additions to its Fire Form attribute:
Fire Form. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.
- CR 5 The elemental’s Dexterity increases to 17.
- CR 6 The damage dice for elemental’s touch attack become 2d8.
- CR 7 The elemental’s Dexterity increases to 19.
- CR 8 The elemental’s size becomes Huge and the damage dice for elemental’s touch attack become 3d8.
- CR 9 level The elemental’s Dexterity increases to 21.
- CR 10 The elemental’s size becomes Gargantuan, and the damage dice for its touch attack become 3d10.
Water Elemental (CR 1/2)
Small elemental
- Armor Class 14 (natural armor)
- Hit Points 11
- Speed 30 ft., swim 45 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 18 (+4) 5 (-3) 10 (0) 8 (-1)
- Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities poison
- Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses darkvision 60ft., passive Perception 10
- Languages Aquan
Water From. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Actions
Slam. Melee Weapon Attack: (your proficiency bonus + the elemental’s Strength modifier) to hit, reach 10ft., one target. Hit: 14 (1d6 + the elemental’s Strength modifier) bludgeoning damage.
When you summon a Water Elemental at a higher challenge rating, it gains +11 hit points for each 1/2 challenge rating above challenge rating 1/2, as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 1/2 The elemental’s size becomes Medium, its Strength increases to 14, and the damage dice for its slam attack become 1d8.
- CR 2 1/2 The elemental gains the following action:
Multiattack. The elemental makes two slam attacks.
- CR 3 The elemental’s swimming speed increases to 90 feet.
- CR 3 1/2 The elementals Strength increases to 16 and the damage dice for its slam attack becomes 2d8.
- CR 4 The elemental’s size becomes large and it gains the following action:
Whelm. (Recharge 4-6). Each creature in the elemental's space must make a Strength saving throw (DC equal to your proficiency bonus + its Constitution modifier). On a failure, a target takes 13 (2d8 + its Strength modifier) bludgeoning damage. If it is the element’s size or smaller, it is also grappled (escape DC 10 + its Strength modifier). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one creature equal to its size or up to two creature smaller than its size at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + its Strength modifier) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a Strength (DC 10 + its Strength modifier) and succeeding.
- CR 5 The elemental’s Strength increases to 18.
- CR 6 The damage dice for elemental’s slam attack becomes 2d10.
- CR 7 The elemental’s Strength increases to 20.
- CR 8 The elemental’s size becomes Huge and the damage dice for elemental’s slam attack becomes 3d10.
- CR 9 level The elemental’s Strength increases to 22.
- CR 10 The elemental’s size becomes Gargantuan, and the damage dice for its slam attack becomes 3d12.
Fey
Mound Pixie (CR 1/2)
Tiny fey
- Armor Class 15 (10 + its Dexterity modifier)
- Hit Points 2
- Speed 10 ft., fly 30 ft.
STR DEX CON INT WIS CHA 2 (-4) 20 (+5) 8 (-1) 10 (0) 14 (+2) 15 (+2)
- Skills Perception +(your proficiency bonus + the fey’s Wisdom modifier), Stealth +(your proficiency bonus + the fey’s Dexterity bonus)
- Condition Immunities groggy, buzzed, melancholy
- Senses passive Perception 14
- Languages Sylvan
Magic Resistance. The pixie has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The pixie's innate spellcasting ability is Charisma (spell save DC 8 + your proficiency bonus + its Charisma modifier). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraft, dancing lights, magic stone
1/day: detect evil and good, entangle, sleep
When you summon a Mound Pixie at a higher challenge rating, it gains +2 hit points for each 1/2 challenge rating above challenge rating 1/2 (to a maximum of 20 hit points), as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 The pixie can now cast phantasmal force once per day using its Innate Spellcasting feature and gains the following action:
Invisibility. The pixie turns invisible until it attacks or until its concentration ends. Anything the invisible pixie is carrying or wearing is invisible as long as it remains in contact with the pixie.
- CR 1 1/2 The pixie can now cast detect thoughts once per day using its Innate Spellcasting feature.
- CR 2 The pixie can now cast dispel magic and fly once per day using its Innate Spellcasting feature.
- CR 2 1/2 The pixie’s Charisma increases to 17 and its movement and fly speeds increase 10 feet.
- CR 3 The pixie can now cast confusion and polymorph once per day using its Innate Spellcasting feature.
- CR 3 1/2 The pixies gains the following action:
Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
- CR 4 The pixie’s movement and fly speeds increase 10 feet.
- CR 4 1/2 level The pixie’s Charisma increases to 19.
- CR 5 The pixie gains the following action:
Fey Charm. The pixie targets one humanoid or beast that it can see within 30 feet of it. If the target can see the pixie, it must succeed on a Wisdom saving throw against the fey’s spell save DC or be magically charmed. The charmed creature regards the pixie as a trusted friend to be heeded and protected. Although the target isn't under the pixie's control, it takes the pixie's requests or actions in the most favorable way it can. Each time the pixie or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the pixie dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the pixie's Fey Charm for the next 24 hours. The pixie can have no more than one humanoid and up to three beasts charmed at a time.
Devils
Imp (CR 1/2)
Tiny fiend (devil, shapechanger)
- Armor Class 12 (10 + its Dexterity modifier)
- Hit Points 5
- Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven form; 20 ft., climb 20 ft. in spider form)
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
- Skills Deception +(your proficiency bonus + its Charisma modifier), Insight +(your proficiency bonus + its Wisdom modifier), Persuasion +(your proficiency bonus + its Charisma modifier), Stealth +(your proficiency bonus + its Dexterity modifier)
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical nonmagical attacks not made with silvered weapons
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 120 ft., passive Perception 11
- Languages Infernal, Common
Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a spider, or into its devil form. Its statistics are the same in each form, although its attack is different in some of them. Any equipment it carries is not transformed. If slain, the imp reverts to its devil form.
Devil’s Sight. Magical darkness doesn’t impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: (your proficiency bonus + its Dexterity modifier) to hit, reach 5 ft., one creature. Hit: 5 (1d4 + its Dexterity modifier) piercing damage, and the target must make on a Constitution saving throw (DC equal to your proficiency bonus + its Constitution modifier), taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
When you summon a Imp at a higher challenge rating, it gains +5 hit points for each 1/2 challenge rating above challenge rating 1/2 (to a maximum of 40 hit points), as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 1 The fiend’s Dexterity increases to 17 and gains the following action:
Invisibility. The imp turns invisible until it attacks or until its concentration ends. Anything the invisible imp is carrying or wearing is invisible as long as it remains in contact with the imp
- CR 2 The fiend’s Dexterity increases to 19, and the damage dice from its sting attack becomes 1d6.
- CR 3 The fiend’s Dexterity increases to 21, and the poison damage from its sting attack increases to 4d6.
Hell Hound (CR 3)
Medium fiend
- Armor Class 15 (natural armor)
- Hit Points 45
- Speed 50 ft.
STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
- Skills Perception (your proficiency bonus + the fiend’s Wisdom modifier)
- Damage Immunities fire
- Senses darkvision 60ft., passive Perception 15
- Languages Understands Infernal but can't speak it
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: (your proficiency bonus + its Strength modifier) to hit, reach 5 ft., one target. Hit: 7 (1d8 + its Strength) piercing damage plus 7 (2d6) fire damage.
Fire Breath (Recharge 5-6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + its Constitution modifier), taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
When you summon a Hell Hound at a higher challenge rating, it gains +4 hit points for each 1/2 challenge rating above challenge rating 3 (to a maximum of 100 hit points), as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 4 Its Strength score increases to 19.
- CR 5 The fire damage for its bite attack increases to 3d6.
- CR 6 Its Strength score increases +21.
- CR 7 The damage for its fire breath becomes 8d6.
Devil (CR 5)
Medium fiend (devil)
- Armor Class 16 (natural armor)
- Hit Points 121
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 17 (+3) 19 (+4) 12 (+1) 14 (+2) 15 (+2)
- Saving Throws Str +(your proficiency bonus + its modifier), Con +(your proficiency bonus + its Constitution modifier), Wis +(your proficiency bonus + its Wisdom modifier), Cha +(your proficiency bonus + its Charisma modifier)
- Skills Deception +(your proficiency bonus + its Charisma modifier), Insight (your proficiency bonus + its Wisdom modifier), Perception (double your proficiency bonus + its Wisdom modifier)
- Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses darkvision 120ft., passive Perception 18
- Languages Infernal, telepathy 120ft.
Devil’s Sight. Magical darkness doesn’t impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes two claw attacks.
Claw. Melee Weapon Attack: +(your proficiency bonus + its Strength modifier) to hit, reach 5 ft., one target. Hit: 6 (1d6 + its Strength modifier) piercing damage.
Hurl Flame. Ranged Spell Attack: +(your proficiency bonus + its Charisma modifier) to hit, range 150 ft., one target. Hit: 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
When you summon a Devil at a higher challenge rating, it gains +11 hit points for each 1/2 challenge rating above challenge rating 5 1/2, as well additional features at the challenge ratings listed below (summoning at higher challenge ratings adds all the features of the lower challenge ratings as well).
- CR 6 The fiend gains wings and flying speed of 30 feet.
- CR 6 1/2 When using its mulitattack, it can use Hurl Flame in place of any melee attack.
- CR 7 The fiend’s Strength increases to 18.
- CR 7 1/2 The fiend’s Charisma increases to 16, the damage dice for its claws increases to 2d6, and the damage dice for its tail increases to 3d6.
- CR 8 The fiend's armor class becomes 17, and it gains the following action:
Tail. Melee Weapon Attack: +(your proficiency bonus + its Strength modifier) to hit, reach 10 ft., one target. Hit: 10 (2d6 + its Strength modifier) piercing damage. Upon a hit, if the target is a creature other than an undead or a construct, it must succeed on a Constitution saving throw (DC equal to your proficiency bonus + its Constitution modifier) or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
- CR 8 1/2 The fiend’s size becomes Large and its flying speed increases to 60 feet.
- CR 9 When the fiend uses its mulitattack, it makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
- CR 9 1/2 The fiend's armor class increases to 18.
- CR 10 The fiend’s Strength increases to 20 and Charisma increases to 17, the damage dice for hurl flame increase to 4d6, and the DC for its tail attack increases to 18.