Spell Description
You create a rift to the abyss that summons lesser demons. You create the rift at a point you can see within range. When you cast this spell, roll a d6 to determine what type of demon is summoned. For the duration, you must roll again at the beginning of each of your turns summoning additional creatures:
1. Nothing comes through the rift
2. The rift summons 2 abyssal larvae
3-5. The rift summons 1 abyssal mane
6. The rift summons 1 abyssal dretch
The demons are hostile to all creatures, including you, and on their turn the demons pursue and attack the nearest non-demons to the best of their ability. Creatures summoned by this spell do not disappear when the spell ends.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can't cross the circle or harm it, and they can't target anyone within it. Using the material component in this manner consumes it.
At Higher Levels. When you cast this spell using a spell slot of 6th or higher, the spell does not require concentration, the spell’s range becomes 120 feet (sight), and you roll twice on the table at the beginning of each of your turns to summon demons from the rift.
Abyssal Rift
3rd level, arcane (conjuration)
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Casting Time
1 action
Duration
1 minute (concentration)
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Range
30 feet (sight)
Components
V,S,M*
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*this spell requires
a vial of blood from a humanoid killed within the past 24 hours.
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Abyssal Larva
Medium fiend (demon)
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Armor Class
8
Hit points
Points
5+1 per spell slot level
Speed
20 feet
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Str
8 (-1)
Int
4 (-3)
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Dex
7 (-2)
Wis
7 (-2)
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Con
15 (+2)
Cha
2 (-4)
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Damage Immunity
poison
Condition Immunity
charmed, frightened, poisoned
Languages
Abyssal
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Special Maddening throes. When the abyssal larva dies, each creature within 5 feet of the larva that can hear the larva must succeed on a Wisdom saving throw or become confused until the end of its next turn. |
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Actions Drooling Bite.
Melee
Attack,
reach 5 ft., 1d6 piercing damage.
On a critical hit, the target becomes poisoned until the end of its next turn.
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Abyssal Mane
Small fiend (demon)
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Armor Class
9
Hit points
Points
5+3 per spell slot level
Speed
25 feet
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Str
10 ( - )
Int
3 (-4)
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Dex
9 (-1)
Wis
7 (-2)
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Con
13 (+1)
Cha
5 (-3)
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Damage Resistance
cold, fire, lightning
Condition Immunity
poisoned
Senses
Darkvision 120 feet
Languages
Abyssal
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Actions Tarnished Claws.
Melee
Attack,
reach 5 ft., 2d4 piercing damage.
If the attack is made with advantage, the target takes an additional 1d4 damage.
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Abyssal Dretch
Small fiend (demon)
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Armor Class
11 (+1 from natural armour)
Hit points
Points
5+3 per spell slot level
Speed
25 feet
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Str
11 ( - )
Int
5 (-3)
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Dex
11 ( - )
Wis
8 (-1)
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Con
12 (+1)
Cha
3 (-4)
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Damage Resistance
cold, fire, lightning, poison
Condition Immunity
poisoned
Senses
Darkvision 120 feet
Languages
Abyssal
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Special Demonic Frenzy. Attacks against the dretch have advantage. Also, once per turn when the dretch hits a creature with an attack, the dretch can make another attack against the same creature. |
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Actions Sweeping Claws.
Melee
Attack,
reach 5 ft., 1d6 slashing damage.
On a critical hit, the target is knocked prone if it is
one size larger than the dretch or smaller.
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