Summoner

by Purplejellyblob

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The Summoner

The Summoner

A hooded elf extends his hand towards the charging Minotaur, and a swarm of chittering demons flies from the folds of his coat, filling the creature with venom and bring it to a twitching halt at the elf's feet.

A dwarf lifts her hand and pulls on the mana reserves of the Oni beside her, channeling it through the arcane runes on her fingers into a devastating bolt of lightening.

A Half-Orc lets out a cry of glee as they saw through the air on the back of their griffin, with a warm furry Jackalope curled in their lap.

Summoners are a rare caste of magic users that gain their power from controlling demons from the ether; a half dimension with a diverse ecosystem of powerful creatures. One can only become a summoner by finding a summoning scroll or being gifted a demon, making it a difficult path to start down.

A Magical Bond

Summoners gain their ability to control magic through their demons, allowing them to channel it in more powerful and explosive ways. Every demon that calls the ether its home differs in size, shape and power, causing every summoner to find their favourite breed and style of demon. Since stronger demons are more difficult to control, a summoner can control less of them, so some summoners chose to have a swarms of small demons that they can easily replenish should some fall in battle while others chose to have one or two big demons to to protect them while they decimate the battle field with magic. Most summoners start their journey as an apprentice, and are gifted a minor demon by a master, which allows them to access the ether to summon more demons when they are ready. However, it is possible to create a summoning scroll, which is binds a type of demon inside it, this scroll can be used by anyone to start the journey as a summoner. Whenever a demon is summoned it is bonded to the summoner both magically and emotionally, allowing the demon and the summoner to for a powerful and unique relationship.

Due to the ethers volatile magical nature, whenever a summoner forms a bond with their first demon, they can channel the demons very being to alter the weave and cast magic. Of course, this does mean that with out their demons, a summoner is reduced to a fraction of their power.

A Rare Trade

Due to the unique style of magic summoners can usually find work in armies and and courts, though many choose to start their journey as adventurers.

Credits

All credit for art and the wonderful inspiration for this class goes to Taran Matharu and his wonderful book series The Summoner

The Summoner
Level Proficiency Bonus Features Cantrips Known Spells Known Spell slots Slot level
1st +2 Spellcasting, Demonic Summoning 3 2 1 1st
2nd +2 Summoner Style 3 3 2 1st
3rd +2 Scrying Stones, Demonology 3 4 2 2nd
4th +2 Ability Score Improvement 3 5 2 2nd
5th +3 Summoner Style Feature 3 6 2 3rd
6th +3 4 7 3 3rd
7th +3 4 8 3 4th
8th +3 Ability Score Improvement 4 9 3 4th
9th +4 Summoner Style Feature 4 10 3 5th
10th +4 4 10 4 5th
11th +4 Demonic Mana (6th level) 4 11 4 5th
12th +4 Ability Score Improvement 4 11 4 5th
13th +5 Demonic Mana (7th level) 5 12 4 5th
14th +5 Summoner Style Feature 5 12 5 5th
15th +5 Demonic Mana (8th level) 5 13 5 5th
16th +5 Ability Score Improvement 5 13 5 5th
17th +6 Demonic Mana (9th level) 5 14 5 5th
18th +6 5 14 6 5th
19th +6 Ability Score Improvement 5 15 6 5th
20th +6 Summoning Scroll 5 15 6 5th

Creating a Summoner

The main thing to consider when creating a summoner is where, or who, did they get their first demon from. Most summoners get gifted one by a parent or master, so they can begin training with magic. This usually means that one demon may become a family heirloom, that is passed down through generations, or perhaps the demon is so used to instructing new summoners that it has gained a talent for it. Most beginner level summoners are not strong enough to control demons passed down to them, so they keep a summoning scroll of the demon for when they are ready.

However not everyone is rich or lucky enough to be given a demon on a silver platter. Perhaps your summoner stole or found a summoning scroll, and is now on the run from its original owner, or maybe you were sent into the ether by a wizard as a test subject, only to form a magical bond while in there.

Either way your reason for seeking out a life of adventure may be to do with your summoning ability or not at all, but your entourage of fantastical creatures will draw attention wherever you go.

Class Features

As a summoner, you gain the following class features

Hit Points

  • Hit Dice: 1d8 per summoner level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per summoner level after 1st

Proficiencies


  • Armor: light armor
  • Weapons: simple weapons
  • Tools: none

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from skills Arcana, Animal handling, Insight, Intimidation, Medicine and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar’s pack or (b) a dungeoneer’s pack
  • Any light armor, any simple weapon, and two daggers

Spellcasting

Your connection to your demons and allows you to draw from the raw magic of the ether to fuel your spell casting. See chapter 10 of the Players Handbook for general rules of spellcasting and the end of this class description for the summoner spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the summoner spell list. You learn additional summoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Summoner table.

Spell Slots

The Summoner table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these summoner spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the summoner spell list. The Spells Known column of the Summoner table shows when you learn more summoner spells of your choice. Each of these spells must be of a level for which you have spell slots or that is permitted by your Demonic Mana feature.

Additionally, when you gain a level in this class, you can choose one of the summoner spells you know and replace it with another spell from the summoner spell list, which also must be of a level for which you have spell slots or that is permitted by your Demonic Mana feature.

Spellcasting Ability

Wisdom is your spellcasting ability for your summoner spells, since the power of your magic relies on your attunement to your demons and the ether. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a summoner spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Spellcasting focus

You can use an arcane focus as a spellcasting focus for your summoner spells.

Demonic Summoning

At first level you have summoned your first demon which you can chose from the demon list at the end of this class description. Each demon has a demon level depending on how powerful it is, and you can summon demons with a total demon level equal to your summoner level.

When you want to summon more demons you must enter the ether to find them. To enter the ether you must first spend 15 minutes and 15 gp to set up the portal to the ether, which can be open for up to 8 hours.

After you do this you can send in your demons to track down the demon you are looking to summon. A demon takes 5 times its demon level minutes to track and summon to you, you can also release demons back into the ether to free up space for bigger demons, which can be done at the same time. Tracking demons counts as a strenuous activity and thus can not be done during a short or long rest.

In combat demons share your initiative count, but take their turns immediately after yours. You chose what actions they take on their turn and you do not have to take any special actions to command your demons. A demon can be healed normally, if it dies it crumbles to dust and a new one must be re-summoned. Should all your demons die at any one time you must either find a summon scroll to summon a demon or enter the ether yourself, where you take 1d12 poison damage every minute.

Summoner style

At 2nd level chose a summoner style out of Battle mMges, Protectors or Spell Masters, all of which are detailed in this class description.

Your choice grants your features when you chose it at 2nd level and again at 5th, 9th and 14th level.

Scrying Stones

At 3rd level you have been around demons long enough to attune them to a scrying stone. you can take half an hour of a long or short rest to attune a demon to a gemstone worth at least 50 gp. After you have done this you can look through the stone to see whatever the demon is seeing.

The stones range is equal to three times its price in gp in feet, more than one stone can be attuned to a demon but only one demon can be attuned per stone.

Demonology

At 3rd level you begin to study and record the demons you have summoned. You now have a demonology guide, a book that you can fill out by taking half an hour to study a demon you currently have summoned.

After you do this you discover what mana abilities the demon has, if any, and if you need to summon this type of demon again, the time to track and summon it is reduced by three times your wisdom modifier %.

Ability Score Improvements

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

Demonic Mana

At 11th level you draw on your demons magic to bolster your own, making your spells more powerful or casting new ones. Each demon has a pool of mana points relative to its demon level, you can consume these points to up-cast spells or to cast spells that you do not have spell slots for. For every spell slot increase you must use 3 mana points while for every spell slot you make you must use 2. Demons regenerate their mana after taking a long rest.

For example if you cast fireball with a 3rd level spell slot, you could use 12 mana points to make it a 7th level spell slot, but if you cast fireball with a 5th level spell slot, you would only have yo use 6 mana points to make it a 7th level spell slot.

Alternatively, if you wanted to cast a 9th level spell, you would have to spend 18 mana points to cast that spell, and you would also have to know that spell.

At 11th level you can uses this feature to cast spells up to 6th level, then 7th at 13th level, 8th at 15th level and 9th at 17th level.

Summoning Scroll

At 20th level, you have perfected your summoning craft, and can now bind a demon to a summoning scroll to summon it when you need it most. You can make summon scroll by spending the same time it takes to summon the demon and 50 gp to bind it in a scroll, you can bind demons with total demon levels equal to 10.

Summoning a demon takes a number of turns equal to half its demon level (half turns are bonus actions), you must concentrate on the summoning and you are incapacitated while you are summoning.

You can not summon demons that would cause you to exceed your maximum demon level total, if you attempt this the demon is sent back to the ether and you take 4d10 psychic damage fall unconscious for 1d4 hours.

Summoner Styles

Different summoners chose to style their abilities in different ways, and learn to call upon and channel demonic mana to suit their needs. These styles vary but usually fall into three main categories: Battle mages, Protectors and Spell Masters

Battle Mages

Just because you wield magic doesn't mean you can't get your hands dirty. You rely on yourself first and use you magic and demons to turn the tide of battle in your favour. Most battle mages were already on the path to become fighters or warriors, and summoning is another weapon to add to their arsenal.

Battle Ready

At 2nd level you gain proficiency in medium armor, martial weapons and shields.

Side by Side

Starting at 2nd level whenever you make a weapon attack against a target that is within 5 feet of one of your demons, you can add your wisdom modifier to the roll.

Extra Attack

Starting at 5th level You can attack twice, rather than once, whenever you take the Attack action on your turn.

Mana Smite

Starting at 9th level you can channel your demonic mana into a weapon when you make an attack to deal extra force damage to the target, in addition to the weapon’s damage. For each mana point you spend you deal an extra 1d8 force damage, to a maximum of 5d8

True Battle Companions

Starting at 14th level you have learnt how to make the most of fighting with your demons. You gain advantage on attacks against creatures that are under a condition from one of your demons or when you are mounted on one of your demons once per turn. If you would already have advantage you can consider a 19 a critical hit as well as a 20.

Additionally, your demons can make an attack of opportunity against any creature that deals damage to you, and vice versa.

Protectors

You have chosen to utilise your abilities to protect those around you, commanding your demons and manipulate magic to shield your allies in the heat of battle. Most Protectors were raised knowing that they would see combat in the future, but wanted to keep their allies alive more then they wanted their enemies dead.

Mana Barrier

Starting at 2nd level, You can use demonic mana you create a barrier around yourself and your allies. As a bonus action chose a creature you can see within 60 ft of you and expend one mana point to increase the targets AC by +1, two points for +2 or four points for +3. This bonus lasts for half an hour and can not stack.

Imposing Presence

Starting at 5th level your demons are more attuned to your will to protect your allies. Whenever a creature makes an attack and is within 10 ft of at least 5 demon levels (as in 1 level 5 demon, 1 level 3 and 2 level 1, ect.) the demon(s) can use their reaction to cause the attack to have disadvantage.

Field cover

Starting at 9th level you have learned how to manipulate demonic mana into physical barriers. You can now expend 5 mana points to cast the spell Wall of Force without using a spell slot.

Consistent Protection

Starting at 14th level you can reuse and re-purpose your demonic mana. As an action you can reclaim half the mana points rounded down that you have used in your Mana Barrier or Field cover features. When you do this the effect ends.

You can use this ability twice and regain the uses after a short or long rest.

Spell Masters

Spell Masters have chosen to focus on the arcane side of summoning, manipulating mana in new and destructive ways. These summoners like to hang back and blast their enemies with spells while their demons protect them and open up their targets.

Arcane Beginnings

At 2nd level you are more adept at manipulating the magic of the ether. Chose one cantrip from the summoner spell list and add it to your list of cantrips. You can also chose one spell from the summoner spell list for which you have spell slots and add it to your list of spells known. You can change this spell at any time you could normally

Demonic Vision

Starting at 5th level, you can hold a connection to your demons much more easily. Whenever you are using a scrying stone, you can chose to adopt all of the demons senses and you can increase the range of the stone to four times its price in gp in feet.

Spell Conduit

Starting at 9th level, you can use demonic mana while it is still inside your demons. Whenever you cast a spell using only demonic mana, you can chose to have it cast from any one of your demons instead.

The demon must have a demon level of at least half the spell level, rounded down.

Mana Efficiency

Starting at 14th level, whenever you cast as spell using demoic mana, either from scratch or up-casting a spell slot, you can spend two less mana points then you normally would.

e.g. If you cast a spell at 6 level using a 3rd level spell slot you would only have to use 4 mana points inseatd of 6, or if you cast a 7th level spell with out using a spell slot you would use 12 points instead of 14.

Summoner Spell list

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frost Bite
  • Green-Flame Blade
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Prestidigitation
  • Ray of Frost
  • Sword Burst
  • Thunderclap
1st Level
  • Absorb Elements
  • Armor of Agathys
  • Burning Hands
  • Comprehend Language
  • Cure Wounds
  • Detect Magic
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Ice Knife
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Shield
  • Sleep
  • Thunderwave
2nd Level
  • Aganazzar’s Scorcher
  • Blindess/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Earthbind
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Pass Without Trace
  • Pyrotechnics
  • Ray of Enfeeblement
  • Scorching Ray
  • See invisibility
  • Shadow Blade
  • Shatter
  • Snilloc’s Snowball Swarm
  • Spider Climb
3rd Level
  • Blink
  • Clairvoyance
  • Counterspell
  • Daylight
  • Erupting Earth
  • Fireball
  • Fly
  • Haste
  • Intellect Fortress
  • Lightning Bolt
  • Major Image
  • Melf's Minute Meteors
  • Revivify
  • Wind Wall
4th Level
  • Blight
  • Control Water
  • Elemental Bane
  • Fire Shield
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stoneskin
5th Level
  • Bigby's Hand
  • Cone of Cold
  • Control Winds
  • Dominate Person
  • Dream
  • Far Step
  • Hold Monster
  • Passwall
  • Scrying
  • Seeming
  • Telekinesis
6th Level
  • Chain Lightening
  • Eyebite
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Move Earth
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Force Cage
  • Regeneration
  • Teleport
  • Symbol
  • Whirlwind
8th Level
  • Earthquake
  • Glibness
  • Incendiary Cloud
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Blade of Disaster
  • Meteor Swarm
  • Power Word Kill

Demons

This is the list of demons that can be summoned from 1st level onwards using the Demonic summon feature. Important notes are that all demons are immune to being charmed or frightened while they are bonded to a summoner, all demons have hit die equal to 3d8 times their demon level, demons can only use mana abilities from their own pools of mana, not your total pool and whenever you die all of your current demons die.


Mite

Tiny Demon


  • Armor Class 18
  • Hit Points 25
  • Speed 15 feet, flying 30 feet
  • Demon Level 1

STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 8 (-1) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Mite is a scarab like demon that appears as a large flying beetle and vary from dull brown to brightly colored.


Evasion. If the Mite is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Tiny Demon A small or larger creature can move through and occupy this creatures space and suffer no movement penalty

Mana. The Mite has 1 mana point


Actions

Mandibles. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d4 + 2 slashing damage

Mana Abilities

Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs 1 mana point. Hit: 1d6 + 2 piercing damage, target must make a constitution saving throw with DC 12 or become paralyzed till the end of the mites next turn


Mite Swarm

Swarm of Demons


  • Armor Class 17
  • Hit Points 25 times number of Mites in Swarm
  • Speed 15 feet, flying 30 feet
  • Demon Level Number of Mites in swarm (minimum 4)

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 9 (-1) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Evasion. If the Mite Swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Mite. If the Mite Swarm loses 25 hitpoints, one Mite in the swarm dies

Size The swarm is small if it has 8 or less Mites in it, otherwise it is medium

Mana. 1 times number of Mites in swarm


Actions

Mandibles. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Mites d4 + 2 times number of Mites slashing damage

Mana Abilities

Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs x mana point(s) (Maximum number of Mites in swarm, minimum 1).

Hit: xd6 + x, target must make a constitution saving throw with DC 10 + x or become paralyzed till the end of the mites next turn


Jackalope

Small Demon


  • Armor Class 17
  • Hit Points 30
  • Speed 40 feet
  • Demon Level 1

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 9 (-1) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity + 3 plus PB
  • Senses Darkvision, 60 ft, Blindsight 30 ft. passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Jackalope is a small herbivore demon, it appears as a hare with a pair of antlers on its forehead.


Quick Feet. If the Jackalope is subjected to an effect that allows it to make a Dexterity saving throw it can use its reaction to move up to half its current movement speed to escape the effect.

Keen Hearing. The Jackalope has advantage on Wisdom (Perception) checks that rely on hearing.

Small Demon A medium or larger creature can move through and occupy this creatures space and suffer no movement penalty

Mana. The Jackalope has 1 mana point


Actions

Bite. Melee Weapon attack: Your spell attack modifier to hit, Reach 5 feet, one target. Hit: 1d4 + 2 piercing damage

Gore. Melee Weapon attack: Your spell attack modifier to hit, Reach 5 feet, one target. Hit: 2d6 + 2 piercing damage. The Jackalope must move 10 feet in one direction before making this attack


Jackalope Herd

Medium Demon Swarm


  • Armor Class 16
  • Hit Points 30 times number of Jackalopes in the Herd
  • Speed 40 feet
  • Demon Level Number of Mites in swarm (minimum 4)

STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity + 4 plus PB
  • Senses Darkvision, 60 ft, Blindsight 30 ft. passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Quick Feet. If the Jackalope Herd is subjected to an effect that allows it to make a Dexterity saving throw it can use its reaction to move up to half its current movement speed to escape the effect.

Keen Hearing. The Jackalope has advantage on Wisdom (Perception) checks that rely on hearing.

Mana. 1 times number of Jackalopes in the Herd


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Jackalopes d4 + 2 times number of Jackalopes piercing damage

Gore. Melee Weapon attack: Your spell attack modifier to hit, Reach 5 feet, one target. Hit: Number of Jackalopes d8 + 2 times the number of Jackalopes piercing damage. The Jackalope Herd must move 10 feet in one direction before making this attack. On hit, if the target is medium or smaller it must make a strength saving throw, DC 10 + Number of Jackalopes or be knocked back 5 feet and fall prone.


Lavellan

Tiny Demon


  • Armor Class 18
  • Hit Points 25
  • Speed 30 feet
  • Demon Level 1

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0)

  • Saving Throws Dexterity + 3 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Lavellan is a ratlike demon armed with two venomous fangs where its incisors should be and a thick, wormlike tail.


Evasion. If the Lavellan is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Tiny Demon A small or larger creature can move through and occupy this creatures space and suffer no movement penalty

Mana. The Lavellan has 1 mana point


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d4 + 4 slashing damage

Mana Abilities

Venomous Fangs. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs 1 mana point. Hit: 1d8 + 2 piercing damage, target must make a constitution saving throw with DC 12 or become poisoned for 1d4 rounds.


Lavellan Swarm

Swarm of Demons


  • Armor Class 17
  • Hit Points 25 times number of Lavellan in Swarm
  • Speed 30 feet
  • Demon Level Number of Lavellan in swarm (minimum 4)

STR DEX CON INT WIS CHA
7 (-2) 17 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity + 3 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Evasion. If the Lavellan Swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Lavellan. If the Lavellan Swarm loses 25 hitpoints, one Lavellan in the swarm dies

Size The swarm is small if it has 8 or less Lavellan in it, otherwise it is medium

Mana. 1 times number of Lavellan in swarm


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Lavellan d4 + 3 times number of Lavellan slashing damage

Mana Abilities

Venomous Fangs. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs x mana point(s) (Maximum number of Lavellan in swarm, minimum 1).

Hit: xd8 + x, target must make a constitution saving throw with DC 12 + x or become poisoned for 1d4 + 1 rounds.


Pyrausta

Small Demon


  • Armor Class 17
  • Hit Points 30
  • Speed 25 feet, flying 20 feet
  • Demon Level 1

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Description. The Pyrausta appears in the shape of a lizard, but with the body parts of an insect – as if made from a beetle's carapace with the same segmented joints. Its wings, though shaped like a Wyvern’s, are made from the same fragile material as a butterfly’s.


Evasion. If the Pyrausta is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Small Demon A medium or larger creature can move through and occupy this creatures space and suffer no movement penalty

Heat Vision. The Pyrausta can through illusions that are concealing a creature with a heartbeat.

Mana. The Pyrausta has 1 mana point


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d4 + 2 piercing damage

Mana Abilities

Camouflage. costs 1 mana point. The Pyrausta changes its skin colour to blend in with its surroundings, while doing this a creature must pass an investigation check with a DC 16 to notice it. The creature has advantage on the roll if it saw the ability activate. The ability lasts indefinitely.


Pyrausta Swarm

Medium Swarm of Demons


  • Armor Class 16
  • Hit Points 30 times number of Pyraustas in Swarm
  • Speed 25 feet, flying 20 feet
  • Demon Level Number of Pyraustas in swarm (minimum 4)

STR DEX CON INT WIS CHA
7 (-2) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Evasion. If the Pyraustas Swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Pyrausta. If the Pyraustas Swarm loses 30 hitpoints, one Pyrausta in the swarm dies

Heat Vision. The Pyraustas Swarm can through illusions that are concealing a creature with a heartbeat.

Mana. 1 times number of Pyraustas in swarm


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Pyraustas d4 + 2 times number of Pyraustas piercing damage

Mana Abilities

Camouflage. Cost x (minimum 4). x number of Pyrausta camouflage themselves, if x is not the whole swarm, the remaining Pyrausta form a new swarm. While doing this the Pyrausta can cover a tiny object or creature and completely hide it, if at least 8 Pyrausta are camouflaged then they can hide a small creature or object.

A creature must pass an investigation check with a DC 16 to notice it. The creature has advantage on the roll if it saw the ability activate. The ability lasts indefinitely.


Damsel

Small Demon


  • Armor Class 18
  • Hit Points 35
  • Speed 5 feet, flying 40 feet
  • Demon Level 2

STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 8 (-1) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Damsel is an insect-like demon akin to a giant dragonfly, with an iridescent carapace and four wings.


Agility. If the Damsel is subjected to an effect that allows it to make a Dexterity saving throw it can use its reaction to move up to half its current movement speed to escape the effect.

Small Demon A medium or larger creature can move through and occupy this creatures space and suffer no movement penalty

Mana. The Damsel has 2 mana points


Actions

Mandibles. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage

Mana Abilities

Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs 1 mana point. Hit: 1d8 + 3 piercing damage, target must make a constitution saving throw with DC 13 or become paralyzed till the end of the Damsels next turn


Damsel Swarm

Medium Swarm of Demons


  • Armor Class 17
  • Hit Points 35 times number of Damsels in Swarm
  • Speed 5 feet, flying 40 feet
  • Demon Level 2 times Number of Damsels in swarm (minimum 8)

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Agility. If the Damsel Swarm is subjected to an effect that allows it to make a Dexterity saving throw it can use its reaction to move up to half its current movement speed to escape the effect.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Mite. If the Damsel Swarm loses 35 hitpoints, one Damsel in the swarm dies

Mana. 2 times number of Damsels in swarm


Actions

Mandibles. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Damsels d6 + 3 times number of Damsels slashing damage

Mana Abilities

Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs x mana point(s) (Maximum number of Damsels in swarm, minimum 1).

Hit: xd8 + 2x, target must make a constitution saving throw with DC 10 + x or become paralyzed till the end of the Damsel swarms next turn


Kamaitachi

Small Demon


  • Armor Class 16
  • Hit Points 40
  • Speed 30 feet, Climb 30 feet
  • Demon Level 2

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Kamaitachi is a demon that appears similar to a large fanged weasel, with serrated bone-blades replacing its paws.


Evasion. If the Kamaitachi is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Small Demon A medium or larger creature can move through and occupy this creatures space and suffer no movement penalty

Bone Claws The Kamaitachi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mana. The Kamaitachi has 2 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d6 + 6 piercing damage

Bone Lunge. Melee Weapon Attack: Your spell attack modifier to hit, reach 15 feet, one target, Hit: 2d8 + 2 slashing damage, The Kamaitachi must be above the target to make this attack.


Kamaitachi Swarm

Medium Swarm of Demons


  • Armor Class 15
  • Hit Points 40 times number of Lavellan in Swarm
  • Speed 30 feet, Climb 30 feet
  • Demon Level 2 times Number of Kamaitachi in swarm (minimum 8)

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Evasion. If the Kamaitachi Swarm is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can’t use this trait if it’s incapacitated.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Kamaitachi. If the Kamaitachi Swarm loses 40 hitpoints, one Lavellan in the swarm dies

Bone Claws The Kamaitachi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mana. 2 times number of Kamaitachi in swarm


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Kamaitachi d6 + 4 times number of Kamaitachi slashing damage

Bone Lunge. Melee Weapon Attack: Your spell attack modifier to hit, reach 15 feet, one target, Hit: number of Kamaitachi d10 + 2 times number of Kamaitachi slashing damage, The Kamaitachi Swarm must be above the target to make this attack.


Kappa

Small Demon


  • Armor Class 17
  • Hit Points 55
  • Speed 30 feet, Swim 30 feet
  • Demon Level 2

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +1 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Kappa appears as an overgrown toad with a turtle's beak and shell.


Amphibious. The Kappa can breathe water and suffers no penalties from being submurged in water

Small Demon A medium or larger creature can move through and occupy this creatures space and suffer no movement penalty

Mana. The Kappa has 2 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d4 + 6 piercing damage

Shell Defence The Kappa can withdraw into its shell as an action. Until it emerges it gain a +4 bonus to its AC and has advantage on strength and constitution saving throws. While in its shell the Kappa is prone and has a speed of 0 that can't increase, has disadvantage on dexterity saving throws, and can only take a bonus action to emerge from its shell.

Mana Abilities

Air bubble Cost 1 mana point. The Kappa produces an air bubble around a creature, giving it 15 minutes of breathing time.


Kappa Herd

Medium Swarm of Demons


  • Armor Class 18
  • Hit Points 50 times number of Kappa in Swarm
  • Speed 30 feet
  • Demon Level Number of Kamaitachi in swarm (minimum 8)

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Amphibious. The Kappa swarm can breathe water and suffers no penalties from being submurged in water

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Kappa. If the Kappa Swarm loses 50 hitpoints, one Kappa in the swarm dies

Mana. 2 times number of Kappa in swarm


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: number of Kappa d4 + 4 times number of Kappa piercing damage

Mana Abilities

Air bubble Cost x mana point. The Kappa herd produces an air bubble x feet in diameter in an are in can see within 15 feet. The bubble can give x creature breathing time for 15 minutes


Coatl

Small Demon


  • Armor Class 15
  • Hit Points 55
  • Speed 25 feet
  • Demon Level 3

STR DEX CON INT WIS CHA
14 (+2) 15 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Coatl is a serpent with a set of long feathered wings and a feathered head crest.


Snake Body. As long as the Coatl can wrap its body around a surface it has a climbing speed of 50 ft

Gliding The Coatl can jump from a perch into the air, with a gliding speed of 40 ft, falling 5 ft every 10 ft.

Mana. The Coatl has 3 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 10 feet, one target. Hit: 1d8 + 6 piercing damage

Constrict As an action the Coatl attempt can wrap itself around a target size small or smaller and begin to crush it. The target must make a dexterity saving throw DC 16 to escape. On a fail the target is restrained and takes 2d4 + 8 bludgeoning damage.

The target can make a strength check DC 17 each turn to break out of the effect. The Coatl can uses its bonus action each turn to deal 2d4 + 4 bludgeoning damage, however the Coatl is also restrained while it is constricting.


Chamrosh

Medium Demon


  • Armor Class 14
  • Hit Points 65
  • Speed 30 feet, flying 20 feet
  • Demon Level 3

STR DEX CON INT WIS CHA
15 (+3) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Strength +3 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Chamrosh is a Hawk/Dog hybrid, resembling a small griffin.


Keen Smell. The Chamrosh has advantage on Wisdom (Perception) checks that rely on smell.

Hawk Eyes The Chamrosh has advantage on Wisdom (Perception) checks that rely on vision.

Mini Mount A small or smaller creature can ride the Chamrosh as a mount

Mana. The Chamrosh has 3 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage


Will-O’-The-Wisp

Tiny Demon


  • Armor Class 18
  • Hit Points 40
  • Speed flying 30 feet
  • Demon Level 3

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 8 (-1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws dexterity +3 plus PB
  • Senses Blindsense, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Will-O’-The-Wisp appears to be a small floating ball of light, but on closer inspection it is a small leech.


Blood sense. The Will-O’-The-Wisp can sense any bloodied creature in a 100 ft radius

Mana. The Will-O’-The-Wisp has 3 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d8 + 6 piercing damage

Mana Abilities

Life Drain Cost 2 mana points, the Will-O’-The-Wisp makes a bite attack, instead dealing necrotic damage, and can heal itself or a creature within 10 feet of it half the damage dealt rounded up.


Gryphowl

Medium Demon


  • Armor Class 15
  • Hit Points 70
  • Speed 30 feet, flying 25 feet
  • Demon Level 4

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 75 ft, passive perception 15
  • Languages Can understand any language its summoner can, can not talk

Description. The Gryphowl is a Owl/cat hybrid, resembling a small griffin.


Owl Eyes The Gryphowl has advantage on Wisdom (Perception) checks that rely on vision and can not be surprised.

Mini Mount A small or smaller creature can ride the Gryphowl as a mount

Mana. The Gryphowl has 4 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d8 + 6 Slashing damage


Lutra

Medium Demon


  • Armor Class 14
  • Hit Points 80
  • Speed 30 feet, swim 15 feet
  • Demon Level 4

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Lutra appears very similar to an overgrown otter, with a tail spiked like a morning star and two large incisors.


Otter Teeth The Lutra's bite attack deals double damage to objects and structures made of wood.

Mana. The Lutra has 4 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d4 + 10 Piercing damage

Tail Strike Melee Weapon Attck: Your spell attack modifier to hit, reach 10 feet, one target. Hit: 2d10 + 6 bludgeoning damage, target's movement speed is halved for one turn. Recharge 5-6


Veo

Medium Demon


  • Armor Class 19
  • Hit Points 75
  • Speed 25 feet
  • Demon Level 4

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Veo could be described as a cross between an armadillo and a hedgehog, with a hard armor and spike quills covering its back.


Spiked back Whenever a creature lands a natural melee weapon attack (e.g. bite, claw) on the Veo it takes 1d4 + 4 piercing damage

Mana. The Veo has 4 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d4 + 6 slashing damage

Mana Abilities

Spine Shot Magical Ranged Weapon Attck: Your spell attack modifier to hit, range 30 feet, x target, costs x (maximum 4) mana. Hit: 1d10 + 6 + x piercing damage.


Vesp

Medium Demon


  • Armor Class 17
  • Hit Points 70
  • Speed 5 feet, flying 40 feet
  • Demon Level 4

STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Vesp is an insect-like demon the appears like a giant wasp.


Agility. If the Vesp is subjected to an effect that allows it to make a Dexterity saving throw it can use its reaction to move up to half its current movement speed to escape the effect.

Mana. The Vesp has 4 mana points


Actions

Mandibles. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4 slashing damage

Mana Abilities

Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, costs 1 mana point. Hit: 2d8 + 4 piercing damage, target must make a constitution saving throw with your spell save DC or become paralyzed till the end of the Vesp's next turn


Catoblepas

Medium Demon


  • Armor Class 15
  • Hit Points 105
  • Speed 30 feet
  • Demon Level 5

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +4 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk
  • Damage Resistances** Poison
  • Condition Immunities Poisoned

Description. The Catoblepas resembles a wild boar, but with a longer body and straighter tusks. Their diet causes them to grow toxic fungus in their stomaches that they can use as a weapon.


Foraging. The Catoblepas can easily find fruit and vegetables in the wilderness.

Mana. The Catoblepas has 5 mana points


Actions

Tusks. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage

Mana Abilities

Toxic Breath. Magical Breath Weapon: Costs 3 mana All creatures in a 10 foot cone must make a constitution saving throw with your spell DC, taking 4d8 + 12 poison damage and becoming poisoned for till end of the Catoblepas' next turn on a fail or only half damage and no effect on a success.


Cockatrice

Medium Demon


  • Armor Class 15
  • Hit Points 100
  • Speed 30 feet
  • Demon Level 5

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Description. The Cockatrice appears as a large, rooster-shaped lizard with a long tail. Its body is covered in scales, with a smattering of fiery feathers along its limbs, tail and spine.


Half-wings. The Cockatrice's Jump height is tripled and its jump distance is doubled

Mana. The Cockatrice has 5 mana points


Actions

Claws. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d8 + 4 slashing damage

Pin The Cockatrice jumps 10 feet toward a target, forcing it to make a dexterity saving throw DC 17 or get knocked prone and grappled by the Cockatrice. The Cockatrice has advantage on claw attacks against targets that are grappled this way.


Salamandrake

Small Demon


  • Armor Class 17
  • Hit Points 90
  • Speed 30 feet, Climb 30 feet
  • Demon Level 5

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 75 ft, passive perception 13
  • Damage Resistances Fire
  • Languages Can understand any language its summoner can, can not talk

Description. Salamandrakes are about the size of a ferret, with a similarly lithe body and limbs long enough to lope rather than scuttle like a lizard. Their skin is the color of dark burgundy, with eyes that are large, amber and round like those of an owl.


Sticky Feet. The Salamandrake can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Mana. The Salamandrake has 5 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d4 + 4 piercing damage

Mana Abilities

Flame Spit Ranged Magic Attack: Your spell attack modifier to hit, range 30/90 feet, one target, costs x mana (maximum 5). Hit: xd8 + 2x fire damage damage


Arach

Medium Demon


  • Armor Class 16
  • Hit Points 110
  • Speed 30 feet, Climb 30 ft
  • Demon Level 6

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +2 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Arch is an large, hairy spider, coloured from black to brown.


Spider Climb. The Arach can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the Arach knows the exact location of any other creature in contact with the same web.

Web Walker. The Arach ignores movement restrictions caused by webbing.

Loose Bristles Due to the Arach's constant shedding of its fine fur, any creature with eyes that has not been in close contact with the Arach for at least one day must make a DC 12 constitution saving throw or become blinded for 1d6 + 2 turns

Mana. The Arach has 6 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d4 + 6 piercing damage plus 2d4 poison damage.

Mana Abilities

Webbing Ranged Magic Attack: Your spell attack modifier to hit, range 30/60 feet, x targets, costs x mana (maximum 3). Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; immunity to bludgeoning, poison, and psychic damage). The webbing can be set on fire like the web spell.


Barkling

Medium Demon


  • Armor Class 19
  • Hit Points 115
  • Speed 25 feet, Climb 30 ft
  • Demon Level 6

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Barkling is a badger-shaped demon has tough skin almost indistinguishable from bark.


Camouflage A creature must make a DC 20 perception check to see a barkling while it is in dense foliage or on a tree

Spiked Back Whenever a creature lands a natural melee weapon attack (e.g. bite, claw) on the Barkling it takes 2d4 + 6 piercing damage plus 1d6 + 3 poison damage

Mana. The Barkling has 6 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 8 slashing damage.

Mana Abilities

Harden Cost 1 mana point, As an action the barkling gains +3 to its AC and its spiked back feature deals an extra 2d4 piercing damage, this effect lasts for 15 minutes.


Raiju

Small Demon


  • Armor Class 17
  • Hit Points 105
  • Speed 30 feet, climbing 20 feet
  • Demon Level 6

STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 90 ft, passive perception 14
  • Damage Resistances Lightening
  • Languages Can understand any language its summoner can, can not talk

Description. The Raiju resembles a hybrid of squirrel, raccoon and mongoose, with large yellow eyes and dark blue fur that is emblazoned with whorls and jagged stripes of teal.


Mana. The Raiju has 6 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d4 + 4 piercing damage

Mana Abilities

Lightening Spit Cost 4 mana points, The Raiju fires a bolt of lightening 75 feet long and 5 feet wide, all creatures in that line must make a dexterity saving throw against your spell DC. A creature takes 6d8 lightening damage on a failed save, or half as much damage on a successful one.


Caladrius

medium Demon


  • Armor Class 17
  • Hit Points 125
  • Speed 10 feet, Flying 30 feet
  • Demon Level 7

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Description. The Caladrius resembles a giant dove with glossy white feathers and a kind complexion.


Mana. The Caladrius has 7 mana points


Actions

Beak. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage

Mana Abilities

Healing Touch Cost 4 mana points, The Caladrius touches a creature and heals it 3d8 + 8 hitpoints.


Halcyon

medium Demon


  • Armor Class 17
  • Hit Points 125
  • Speed 10 feet, Flying 30 feet
  • Demon Level 7

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Damage Immunities Lightening
  • Languages Can understand any language its summoner can, can not talk

Description. The Halcyon resembles a giant eagle with bright metallic feathers that make it shine brightly when it flies.


Mana. The Halcyon has 7 mana points


Actions

Beak. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage

Mana Abilities

Lighten Breath Cost 4 mana points, The Halcyon exhales lightening in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 + 8 lightening damage on a failed save, or half as much damage on a successful one.


Phoenix

medium Demon


  • Armor Class 17
  • Hit Points 125
  • Speed 10 feet, Flying 30 feet
  • Demon Level 7

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Damage Immunities Fire
  • Languages Can understand any language its summoner can, can not talk

Description. The Phoenix resembles a giant peacock with red-orange plumage.


Mana. The Phoenix has 7 mana points


Actions

Beak. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage

Mana Abilities

Fire Breath Cost 4 mana points, The Phoenix exhales fire in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 + 8 fire damage on a failed save, or half as much damage on a successful one.


Polarion

medium Demon


  • Armor Class 17
  • Hit Points 125
  • Speed 10 feet, Flying 30 feet
  • Demon Level 7

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Damage Immunities Cold
  • Languages Can understand any language its summoner can, can not talk

Description. The Polarion resembles a giant raven with cold white-blue plumage.


Mana. The Polarion has 7 mana points


Actions

Beak. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 piercing damage

Mana Abilities

Ice Breath Cost 4 mana points, The Polarion exhales ice in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 + 8 cold damage on a failed save, or half as much damage on a successful one.


Anubid

medium Demon


  • Armor Class 14
  • Hit Points 145
  • Speed 30 feet
  • Demon Level 8

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +3 plus PB
  • Senses Darkvision, 60 ft, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Description. The Anubid resembles a tall, Lean humanoid with ebony skin and a the head of a jackle, with four eyes.


Dexterous The Anubid can be wield any non-magical melee weapon, with half your proficiency bonus. It can also wear light or medium armour that has been modified to fit it

Mana. The Anubid has 8 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d10 + 6 slashing damage

Mana Abilities

Grave Bite Magic Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, cost 1 mana point. Hit: 2d10 + 8 piercing damage plus 1d10 + 8 necrotic damage, target can not be healed by a 5th level spell or lower until the end of its next turn.


Kirin

medium Demon


  • Armor Class 15
  • Hit Points 140
  • Speed 45 feet
  • Demon Level 8

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +2 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Kirin is a reptilian horse, usually green to red in colour, with a white mane.


Mount. The Kirin can act as a mount for a medium or smaller creature and can wear armour designed for horses

Mana. The Kirin has 8 mana points


Actions

Kick. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d8 + 4 bludgeoning damage

Charge Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, Hit: 2d8 + 10 piercing damage, the Kirin must move 15 feet in a straight line to make this attack


Tarasquine

medium Demon


  • Armor Class 20
  • Hit Points 150
  • Speed 25 feet
  • Demon Level 8

STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)

  • Saving Throws constitution +4 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Tarasquine is a six-legged demon with a spiked tortoise shell, a club-tipped tail and a lizard-like head capped with a ridge of thick bone.


Spiked Back Whenever a creature lands a natural melee weapon attack (e.g. bite, claw) on the Tarasquine it takes 4d4 + 8 piercing damage plus

Mana. The Tarasquine has 8 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 5d4 + 8 piercing damage

Tail Strike Melee Weapon Attck: Your spell attack modifier to hit, reach 10 feet, one target. Hit: 4d10 + 8 bludgeoning damage, target is knock prone. Recharge 5-6


Hydra

medium Demon


  • Armor Class 15
  • Hit Points 165
  • Speed 25 feet
  • Demon Level 9

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Strength +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Tarasquine is a six-legged demon with a spiked tortoise shell, a club-tipped tail and a lizard-like head capped with a ridge of thick bone.


Mana. The Hydra has 9 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 10 feet, one target. Hit: 2d10 + 8 piercing damage, this attack hits 1d3 times

Grapple As an action the Hydra forces a target with 5 feet to make a strength or dexterity saving throw against your spell DC or become grappled, while grappling a creature the hydra has advantage on bite attacks against the creature but they can only hit once.


Ent

medium Demon


  • Armor Class 15
  • Hit Points 165
  • Speed 25 feet
  • Demon Level 9

STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 19 (+4) 11 (+0) 10 (+0) 10 (+0)

  • Saving Throws Constitution +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Ent is a large demon that looks like a small tree.


Tree Like A creature must make a DC 20 perception check to see a Ent while it is in dense forrest that it matches, and creatures can use the Ent as half cover

Mana. The Ent has 9 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 10 feet, one target. Hit: 1d12 + 10 Bludgeoning damage

Mana Abilities

Ent Growth Cost 3 Mana As an action the Ent summons Grasping weeds and roots sprout from the ground in a 15-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw against your spell DC or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.


Vulpid

small Demon


  • Armor Class 16
  • Hit Points 140
  • Speed 50 feet
  • Demon Level 9

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 13 (+1) 15 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +5 plus PB
  • Senses Darkvision, 90 ft, passive perception 16
  • Languages Can understand any language its summoner can, can not talk

Description. The Vulpid resembles a fox with four eyes and three tails.


Keen Smell. The VuVulpidlpin has advantage on Wisdom (Perception) checks that rely on smell.

Keen Ears The Vulpid has advantage on Wisdom (Perception) checks that rely on sound.

Mana. The Vulpid has 9 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d6 + 8 piercing damage

Mana Abilities

Mark Cost 1 mana point, The Vulpid magically selects a creature it can see, it has advantage on rolls made to track and reveal this creature.


Abaia

medium Demon


  • Armor Class 15
  • Hit Points 150
  • Speed 50 feet
  • Demon Level 10

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +1 plus PB
  • Senses Darkvision, 90 ft, passive perception 16
  • Damage Immunities Lightening
  • Languages Can understand any language its summoner can, can not talk

Description. The Abaia resembles a large eel, with for monitor lizard like legs.


Lingering Smell. The Abaia has advantage on rolls made to track or discover a target it has made a bit attack against.

Mana. The Abaia has 10 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 piercing damage

Mana Abilities

Jolt Cost 2 mana point, After making a bite attack, the Abaia deals an extra 2d10 lightening damage.


Griffin

medium Demon


  • Armor Class 15
  • Hit Points 160
  • Speed 45 feet, flying 30 feet
  • Demon Level 10

STR DEX CON INT WIS CHA
17 (+3) 15 (+3) 13 (+1) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. You know what a Griffin is.


Mount. The Griffin can act as a mount for a medium or smaller creature, and can wear armour that is modified to fit it

Eagle Eyes The Griffin has advantage on Wisdom (Perception) checks that rely on vision.

Mana. The Griffin has 10 mana points


Actions

Beak. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d8 + 6 piercing damage

Buffet The Griffin flaps its wings, forcing all creatures in a 10 foot cone to make a strength saving throw against your spell DC or get knocked back 5 feet


Tikbalang

medium Demon


  • Armor Class 14
  • Hit Points 170
  • Speed 35 feet
  • Demon Level 10

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Strength +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Tikbalang resembles a tall, muscular humanoid with brownish very short fur, with the head and tail of a horse, and four eyes.


Dexterous The Tikbalang can be wield any non-magical melee weapon, with half your proficiency bonus. It can also wear light or medium armour that has been modified to fit it

Powerful Build The Tikbalang counts as one size larger when determining its carrying capacity and the weight it can push, drag, or lift.

Mana. The Tikbalang has 10 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 1d12 + 10 bludgeoning damage


Nanaue

medium Demon


  • Armor Class 17
  • Hit Points 175
  • Speed 45 feet
  • Demon Level 11

STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 15 (+2) 8 (-1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Nanaue resembles a giant shark with wolf-like limbs.


Blood sense. The Nanaue can sense any bloodied creature in a 200 ft radius

Keen Smell. The Nanaue has advantage on Wisdom (Perception) checks that rely on smell.

Ravenous The Nanaue can make a second bite attack against the same target when it takes the bite action against a bloodied creature

Mana. The Nanaue has 11 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 piercing damage

Tail Whip. As an action the Nanaue flicks its tail around All creatures within 5 feet of the Nanaue must make a dexterity saving throw against your spell DC or take 1d12 bludgeoning damage and get knocked prone


Golem

medium Demon


  • Armor Class 17
  • Hit Points 190
  • Speed 25 feet
  • Demon Level 11

STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 19 (+4) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Strength +5 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Petrified, Poisoned
  • Languages Can understand any language its summoner can, can not talk

Description. The Golem is a humanoid made of stone and mineral, but actually only a juvenile and can grow much bigger.


Mana. The Golem has 11 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d12 + 10 bludgeoning damage

Mana Abilities

Repair Cost 2 mana points, The Golum fuses with the earth around it to heal itself 3d6 + 6 hitpoints


Enenra

medium Demon


  • Armor Class 17
  • Hit Points 150
  • Speed flying 30 feet
  • Demon Level 11

STR DEX CON INT WIS CHA
4 (-3) 16 (+3) 19 (+4) 16 (+3) 10 (+0) 10 (+0)

  • Saving Throws Constitution +4 plus PB
  • Senses Blindsight, 120 ft, passive perception 12
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Blinded, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained by non magical means, Stunned
  • Languages Can understand any language its summoner can, can not talk

Description. The Enenra is a sentient floating black mist.


Mana. The Enenra has 11 mana points

Gaseous Form The Enenra can enter and occupy the space of another creature and can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. It is also invisible in darkness


Actions

Whisper. Melee Spell Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 5d4 + 4 necrotic damage

Mana Abilities

Darken Cost 4 mana points, The Enenra expands into a sphere or magical darkness with a 30 foot radius, only its summoner can see in it, this lasts for 5 minutes


Peryton

medium Demon


  • Armor Class 15
  • Hit Points 200
  • Speed 45 feet, flying 30 feet
  • Demon Level 12

STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 15 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +3 plus PB
  • Senses Darkvision, 30 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Hippogryph is a Deer/eagle with the proportions of a griffin, but a deers head.


Mount. The Peryton can act as a mount for a medium or smaller creature, and can wear armour that is modified to fit it

Mana. The Peryton has 12 mana points


Actions

Kick. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6 bludgeoning damage

Buffet The Peryton flaps its wings, forcing all creatures in a 10 foot cone to make a strength saving throw against your spell DC or get knocked back 5 feet

Charge Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, Hit: 3d8 + 12 piercing damage, the Peryton must move 15 feet in a straight line to make this attack


Sobek

medium Demon


  • Armor Class 16
  • Hit Points 220
  • Speed 30 feet, swim 20 feet
  • Demon Level 12

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +4 plus PB
  • Senses Darkvision, 60 ft, passive perception 16
  • Languages Can understand any language its summoner can, can not talk

Description. The Sobek resembles a tall, lean, humanoid covered in green scales, with the head and tail of a crocodile, and four eyes.


Dexterous The Sobek can wield any non-magical melee weapon and shields, with half your proficiency bonus. It can also wear light or medium armour that has been modified to fit it

Reptilian The Sobek can hold its breath for up to 20 minutes

Mana. The Sobek has 12 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 12 Slashing damage

Mana Abilities

Ravenous Bite Magic Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target cost 2 mana points. Hit: 3d12 + 10 piercing damage, the Sobek gains temporary hitpoints equal to the damage dealt


Canid

Medium Demon


  • Armor Class 16
  • Hit Points 200
  • Speed 50 feet
  • Demon Level 12

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 15 (+2) 10 (+0) 10 (+0)

  • Saving Throws Strength +3 plus PB
  • Senses Darkvision, 90 ft, passive perception 16
  • Languages Can understand any language its summoner can, can not talk

Description. The Canid resembles a Large wolf with four eyes and two tails. A close cousin to the Vulpid, the biggest difference being the Canid has two extra front legs


Keen Instincts. The Canid has advantage on Wisdom (Perception) checks that rely on smell, sound or sight.

Mana. The Canid has 12 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 6 piercing damage

Mana Abilities

Beast of the Hunt Cost 4 mana points, The Canid magically knows the location of one creature it has seen in the past week as long as it is in a 3 mile radius. In addition the Canid now has 15 feet of true vision. This lasts for 1 hour.


Ahool

Medium Demon


  • Armor Class 16
  • Hit Points 230
  • Speed 10 feet flying 45 feet
  • Demon Level 13

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0)

  • Saving Throws Strength +4 plus PB
  • Senses Blindsight, 75 ft, passive perception 16
  • Languages Can understand any language its summoner can, can not talk

Description. The Ahool resembles a giant bat, but with the bone structure and muscles of a gorilla.


Keen ears. The Ahool has advantage on Wisdom (Perception) checks that rely on sound.

Wild Mount The Ahool can act as a mount for a medium or smaller creature but they must use both their hands to ride it

Mana. The Ahool has 13 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 piercing damage

Plummet The Ahool attempts to grapple a medium or smaller target, which must make a dexterity or strength saving throw against you spell DC. On a fail the Ahool grabs the creature and ascends 10 feet. The creature can repeat the strength save at the start of its turn, on a success it breaks free.


Sylph

small Demon


  • Armor Class 17
  • Hit Points 170
  • Speed flying 30 feet
  • Demon Level 13

STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 20 (+4) 16 (+3) 10 (+0) 10 (+0)

  • Saving Throws Constitution +5 plus PB
  • Senses Blindsight, 120 ft, passive perception 12
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Blinded, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained by non magical means, Stunned
  • Languages Can understand any language its summoner can, can not talk

Description. Cousin to the Enenra, the Sylph is a sentient floating silvery mist.


Mana. The Sylph has 13 mana points

Gaseous Form The Sylph can enter and occupy the space of another creature and can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. It is also invisible in fog and clouds.


Actions

Whisper. Melee Spell Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 5d4 + 4 radiant damage

Mana Abilities

Lighten Cost 5 mana points, The Enenra expands into a sphere or magical light with a 30 foot radius, any creatures you chose in the sphere heal 4d12 + 10 hitpoints


Oni

medium Demon


  • Armor Class 16
  • Hit Points 250
  • Speed 40 feet,
  • Demon Level 13

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 10 (+0)

  • Saving Throws Strength +6 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Oni resembles a tall, muscular, humanoid with black skin covered in red whorls. They have bleached white faces with a pair of horns erupting from their foreheads and overdeveloped upper and lower canines.


Humanoid Beast. The Oni can wear light or medium armour that has been modified to fit it

Mana. The Oni has 13 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d20 + 8 bludgeoning damage

Mana Abilities

Berserk Cost 5 mana points, The Oni enters a blood lust, you can now re-roll one damage die from the Oni's slam attack and chose the higher value. This ability lasts for 1 minute.


Magmon

medium Demon


  • Armor Class 17
  • Hit Points 260
  • Speed 30 feet
  • Demon Level 14

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Damage Immunities Fire
  • Languages Can understand any language its summoner can, can not talk

Description. The Magmon is a Large obsidian golem, with rivets of lava flowing across its body.


Lava Skin If an attack against the Magmon deals damage with a melee held weapon, the weapon is damaged, and whenever an attack is made with it, it deals 1d8 less damage (minimum 1).

If an attack against the Magmon deals damage with a melee natural weapon, (e.g. claw and bite attacks) the attack takes 1d8 fire damage.

Mana. The Magmon has 14 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4 bludgeoning damage plus 1d8 + 4 fire damage

Mana Abilities

Lava flow Cost 7 mana points, As an action, the Magmon covers an area in molten rock and fire. This area can be made up of four 5 foot squares that must be touching, any creature that moves through these squares or starts their turn their takes 3d8 fire damage


Joten

medium Demon


  • Armor Class 17
  • Hit Points 260
  • Speed 30 feet
  • Demon Level 14

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)

  • Saving Throws Constitution +2 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Damage Immunities Cold
  • Languages Can understand any language its summoner can, can not talk

Description. The Joten is a large ice golem, covered in snow and stone.


Ice Skin The Joten radiates a magic cold, any creature the Joten choses that ends its turn with in 10 feet of it takes 1d4 +2 cold damage

Mana. The Joten has 14 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4 bludgeoning damage plus 1d8 + 4 cold damage

Mana Abilities

Blizzard Cost 7 mana points, As an action, the Joten sends out a flurry of snow and ice, all creatures in a 20 foot cone must make a dexterity saving throw, taking 3d8 piercing damage and 2d10 cold damage on fail or only 2d10 cold damage on a success.


Naga

medium Demon


  • Armor Class 16
  • Hit Points 250
  • Speed 45 feet,
  • Demon Level 15

STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 14 (+1) 15 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +6 plus PB
  • Senses Darkvision, 60 ft, passive perception 12
  • Languages Can understand any language its summoner can, can not talk

Description. The Naga has a long snake lower body, but a scaly humanoid torso arms and head, with two long horns.


Half Humanoid. The Naga can wear light armour that has been modified to fit it and can wield any non-magical weapon and shields, with your proficiency bonus.

Snakelike The Naga can move through spaces as small as 2 feet tall with no movement reduction, and it can hold its breath for up to 10 minutes

Mana. The Naga has 15 mana points


Actions

Claws. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d6 + 8 slashing damage


Wendigo

medium Demon


  • Armor Class 18
  • Hit Points 275
  • Speed 30 feet
  • Demon Level 15

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0)

  • Saving Throws Strength +5 plus PB
  • Senses Darkvision, 120 ft, passive perception 18
  • Languages Can understand any language its summoner can, can not talk

Description. The Wendigo resembles a tall, lean, humanoid with bleached skin and a head that resembles a Stag or Moose skull.


Frightful Beast Any creature that takes damage from the Wendigo must make a wisdom saving throw against your spell DC or it becomes frightened till the end of its next turn

Mana. The Wendigo has 15 mana points


Actions

Claw. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d10 + 10 slashing damage

Mana Abilities

Deaths Kiss Cost 6 mana points, The Wendigo exhales a breath of death. All creatures in a 15 foot cone must make a constitution saving throw with your spell DC, taking 6d10 nectroic damage and becoming frightened till end of the Wendigo's next turn on a fail or only half damage and no effect on a success.


Wyvern

Medium Demon


  • Armor Class 16
  • Hit Points 270
  • Speed 10 feet flying 60 feet
  • Demon Level 15

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 14 (+2) 10 (+0) 10 (+0)

  • Saving Throws Dexterity +4 plus PB
  • Senses Blindsight, 60 ft, passive perception 16
  • Languages Can understand any language its summoner can, can not talk

Description. The Wyvern is a large reptile with batlike wings, long, spiked tails and horned crocodilian heads.


Mount The Wyvern can act as a mount for a medium or smaller creature

Mana. The Wyvern has 15 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d8 + 8 piercing damage

Buffet. The Wyvern flaps its wings, forcing all creatures in a 15 foot cone to make a strength saving throw against your spell DC or get knocked back 5 feet


Drake

Medium Demon


  • Armor Class 18
  • Hit Points 290
  • Speed 30 feet, flying 20 feet
  • Demon Level 16

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 17 (+3) 10 (+0) 10 (+0)

  • Saving Throws Strength +3 plus PB
  • Senses Darkvision, 75 ft, passive perception 13
  • Damage Immunities Fire
  • Languages Can understand any language its summoner can, can not talk

Description. Drakes are about the size and shape of a Komodo Dragon, with large leathery wings, however their skin and facial features are closer to that of a lizard then of a Dragon or Wyvern.


Mana. The Drake has 16 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d8 + 8 piercing damage

Mana Abilities

Flame Volley Ranged Magic Attack: Your spell attack modifier to hit, range 60/120 feet, x target, costs x mana (maximum 4). Hit: xd6 + x fire damage damage. You can hit the same target multiple times


Zartan

Huge Demon


  • Armor Class 16
  • Hit Points 400
  • Speed 30 feet, swim 20 feet
  • Demon Level 16

STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 20 (+5) 13 (+1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +5 plus PB
  • Senses Darkvision, 75 ft, passive perception 13
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Languages Can understand any language its summoner can, can not talk

Description. The Zartan is a giant tortoise, though it is an unorthodox demon, some summoners chose it for its size and cover.


Giant Mount The Zartan can carry up to 6 medium creatures, and can even have small structures such as huts and siege weapons built on its shell.

Big Boy The Zartan can be used as three quarter cover

Amphibian The Zartan can hold its breath for 2 hours

Mana. The Zartan has 16 mana points


Actions

Stomp. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 bludgeoning damage

Shell Defence The Zartan can withdraw into its shell as an action. Until it emerges it gain a +4 bonus to its AC and has advantage on strength and constitution saving throws. While in its shell the Zartan is prone and has a speed of 0 that can't increase, has disadvantage on dexterity saving throws, and can only take a bonus action to emerge from its shell.


Adult Golem

Large Demon


  • Armor Class 18
  • Hit Points 325
  • Speed 25 feet
  • Demon Level 17

STR DEX CON INT WIS CHA
22 (+6) 4 (-3) 20 (+5) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Strength +6 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
  • Condition Immunities Petrified, Poisoned
  • Languages Can understand any language its summoner can, can not talk

Description. The Adult Golem is a humanoid made of stone, mineral and some semi-rare stones.


Mana. The Golem has 11 mana points


Actions

Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 3d12 + 12 bludgeoning damage

Mana Abilities

Repair Cost 3 mana points, The Golum fuses with the earth around it to heal itself 3d10 + 10 hitpoints


Manticore

Medium Demon


  • Armor Class 18
  • Hit Points 310
  • Speed 30 feet, flying 15 feet
  • Demon Level 17

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 10 (+0)

  • Saving Throws Strength +3 plus PB
  • Senses Darkvision, 75 ft, passive perception 13
  • Languages Can understand any language its summoner can, can not talk

Description. The Manticore takes the from of a lion, with bat wings and a scorpion tail.


Manticore Venom. Targets hit by the Manticores Tail Spines are vunerable to damage from magical sources once till the end of their next turn.

Mana. The Manticore has 17 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d10 + 8 piercing damage

Mana Abilities

Tail Spines Magical Ranged Weapon Attack: Your spell attack modifier to hit, range 40/100 feet, up to 3 targets, costs 2 mana. Hit: 2d6 + 8 piercing damage + 1d10 + 4 poison damage. You can hit the same target multiple times.


Wurm

Huge Demon


  • Armor Class 16
  • Hit Points 330
  • Speed 30 feet, Burrowing 45 feet
  • Demon Level 18

STR DEX CON INT WIS CHA
20 (+5) 3 (-4) 22 (+6) 9 (-1) 10 (+0) 10 (+0)

  • Saving Throws Constitution +6 plus PB
  • Senses Tremor sense, 120 ft blind beyond this, passive perception 14
  • Languages Can understand any language its summoner can, can not talk

Description. The Wurm has a long segmented exoskeleton and a round mouth full of serrated teeth.


Tunneler. The Wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.

Mana. The Wurm has 18 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d8 + 12 piercing damage. If the target is a Medium or smaller creature, it must succeed on a Dexterity saving throw against your spell DC or be swallowed by the Wurm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the Wurm, and it takes 4d6 acid damage at the start of each of the Wurm's turns. The Wurm can only swallow one large or medium creature, or two small or tiny creatures at a time.

If the Wurm takes 35 damage or more on a single turn from a creature inside it, the Wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Wurm. If the Wurm is underground it will surface before regurgitating the creatures

Bile Shot Ranged Magic Attack: Your spell attack modifier to hit, range 30/90 feet, one target, Hit: 2d10 + 8 Acid damage

Mana Abilities

Demonic Digestion Cost 1 mana point, as an action the Wurm deals 2d8 Acid damage to all creatures it has swallowed.


Phantaur

Large Demon


  • Armor Class 18
  • Hit Points 375
  • Speed 30 feet
  • Demon Level 19

STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 22 (+6) 7 (-2) 10 (+0) 10 (+0)

  • Saving Throws Strength +7 plus PB
  • Senses Darkvision, 45 ft, passive perception 12
  • Damage Resistances Bludgeoning
  • Languages Can understand any language its summoner can, can not talk

Description. The Phantaur is a giant humaniod with thick greyish skin. and the legs and head of an elephant


Mana. The Phantaur has 19 mana points


Actions

Stomp. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d10 + 12 bludgeoning damage

Charge Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target, Hit: 4d12 + 14 piercing damage, the Phantaur must move 15 feet in a straight line to make this attack.

While making this attack the Phantaur can move through the space of a large or smaller creature, in doing so the Creature must succeed on a DC 17 dexterity saving throw or take 2d10 + 8 bludgeoning damage and be knocked prone



Draken

Large Demon


  • Armor Class 18
  • Hit Points 325
  • Speed 30 feet, flying 45 feet
  • Demon Level 20

STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 18 (+4) 10 (+0) 10 (+0)

  • Saving Throws Strength +5 plus PB
  • Senses Darkvision, 75 ft, True vision 10 feet passive perception 15
  • Damage Immunities Fire
  • Languages Can understand any language its summoner can, can not talk

Description. Draken are lagre Draconic creatures, unlike the lesser Drake their wings are apart of their forearms and they have harder scales lining most of their body.


Mount The Draken can act as a mount for a large or smaller creature

Mana. The Draken has 20 mana points


Actions

Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d10 + 8 piercing damage

Buffet. The Wyvern flaps its wings, forcing all creatures in a 15 foot cone to make a strength saving throw against your spell DC or get knocked back 5 feet

Mana Abilities

Fire Storm Costs 2 mana points, The Draken breathes out a tornado of fire, forcing all creatures in a 20 foot cone to make a dexterity saving throw against your spell DC, taking 4d8 fire damage on a fail or half that on a success

After it has started this attack, the Draken can continue it for one mana point as its action each turn and can expend its full movement speed, with each creature that is engulfed by the flames having to make the same save.



Cetean

Tiny Demon


  • Armor Class 1
  • Hit Points 5
  • Speed 1 foot
  • Demon Level 20

STR DEX CON INT WIS CHA
1 (-5) 1 (-5) 1 (-5) 22 (+6) 10 (+0) 10 (+0)

  • Saving Throws Intelligence +6 plus PB
  • Senses Blindsense 5 feet, blind past this
  • Languages Can understand any language its summoner can, can not talk

Description. Cetean are an ancient breed of parasitic demons that lurk in the abyss of space that surrounds the ether, they look like tiny leeches but can take over the bodies of other demons and turn them into shadowy, black masses, out of which protrude inky tentacles and mouths. Summoning one is a dangerous decision and should not be taken lightly.


Parasite of the Abyss Under normal conditions a Cetean would take over any organism it touches, but your bond with it through summoning allows you to hold control over it and use its powers. When you summon one it will infect you, and you gain the ability to use all of the Ceteans abilities, e.g. when making a tentacle attack, a dark black tentacle will erupt from you, without using your hands. You now count as a demon.

The Cetean can be removed from you by an appropriate 9th level spell or by a 12 hour surgery by a highly trained doctor, after which roll a d4, on a 4 you both live, on a 3 the Cetean dies, on a 2 you die and on a 1 you both die.

Teethed Maw Your unarmed strikes deal 2d8 + your strength modifier piercing damage and you gain + 2 to your AC while infected by the Cetean

Brain Infection You can replace you intelligence score with that of the Cetean's. A creature can still target the Cetean with psychic damage, which it can make an intelligence save against, making you target instead instead

Horrific Sacrifice You can use summoning scrolls to regenerate mana and health by consuming the scroll, killing the demon and giving you mana points equal to the demons level and hit points equal to four times its level.

Mana. The Cetean has 20 mana points


Bonus Actions

Tentacle. Melee Weapon Attack: Your spell attack modifier to hit, reach 20 feet, one target. Hit: 1d10 + 6 bludgeoning damage, and the target is grappled with the escape DC your spell save DC.

You can have up to three tentacles at one time, they are considered a part of you, but have an AC of 12 + your dexterity modifier. You can use your movement speed to draw in or push out the tentacle, to a maximum distance of 20 feet.

Mana Abilities

Enter the Abyss Cost 8 mana points, As an action you begin to pull a creature held in one of your tentacles that is medium or smaller into the abyss that now exists inside you. This ability requires concentration, you can pull a creature 10 feet each turn, once a creature is within 5 feet of you it can make an attack of opportunity. Once fully engulfed the creature is transported to the ethers abyss, where it takes 12d12 force damage each turn, with the only way to escape being to teleport to another plane

 

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