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)

Casting Time

1 action

Duration

1 minute (concentration)

Range

30 feet (sight)

Components

V,S,M*

*this spell requires a vial of blood from a humanoid killed within the past 24 hours.

Abyssal Larva

Medium fiend (demon)

Armor Class  8

Hit points Points  5+1 per spell slot level

Speed  20 feet

Str 8 (-1)

Int 4 (-3)

Dex 7 (-2)

Wis 7 (-2)

Con 15 (+2)

Cha 2 (-4)

Damage Immunity poison

Condition Immunity charmed, frightened, poisoned

Languages Abyssal

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.

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.

 

Abyssal Mane

Small fiend (demon)

Armor Class  9

Hit points Points  5+3 per spell slot level

Speed  25 feet

Str 10 ( - )

Int 3 (-4)

Dex 9 (-1)

Wis 7 (-2)

Con 13 (+1)

Cha 5 (-3)

Damage Resistance cold, fire, lightning

Condition Immunity poisoned

Senses Darkvision 120 feet

Languages Abyssal

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.

 

Abyssal Dretch

Small fiend (demon)

Armor Class  11 (+1 from natural armour)

Hit points Points  5+3 per spell slot level

Speed  25 feet

Str 11 ( - )

Int 5 (-3)

Dex 11 ( - )

Wis 8 (-1)

Con 12 (+1)

Cha 3 (-4)

Damage Resistance cold, fire, lightning, poison

Condition Immunity poisoned

Senses Darkvision 120 feet

Languages Abyssal

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.

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.