Summoner - GM Binder
Summoner - GM Binder
The Summoner
A
hooded elf extends his hand towards the
charging Minotaur, and a swarm of chittering Credits
demons flies from the folds of his coat, filling
the creature with venom and bring it to a All credit for art and the wonderful inspiration for this class
twitching halt at the elf's feet. goes to Taran Matharu and his wonderful book series The
A dwarf lifts her hand and pulls on the mana Summoner
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.
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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
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Equipment Spellcasting focus
You start with the following equipment, in addition to the You can use an arcane focus as a spellcasting focus for your
equipment granted by your background: summoner spells.
(a) a light crossbow and 20 bolts or (b) any simple weapon Demonic Summoning
(a) a component pouch or (b) an arcane focus At first level you have summoned your first demon which you
(a) a scholar’s pack or (b) a dungeoneer’s pack can chose from the demon list at the end of this class
Any light armor, any simple weapon, and two daggers description. Each demon has a demon level depending on
how powerful it is, and you can summon demons with a total
Spellcasting demon level equal to your summoner level.
Your connection to your demons and allows you to draw from When you want to summon more demons you must enter
the raw magic of the ether to fuel your spell casting. See the ether to find them. To enter the ether you must first spend
chapter 10 of the Players Handbook for general rules of 15 minutes and 15 gp to set up the portal to the ether, which
spellcasting and the end of this class description for the can be open for up to 8 hours.
summoner spell list. After you do this you can send in your demons to track
down the demon you are looking to summon. A demon takes
Cantrips 5 times its demon level minutes to track and summon to you,
At 1st level, you know three cantrips of your choice from the you can also release demons back into the ether to free up
summoner spell list. You learn additional summoner cantrips space for bigger demons, which can be done at the same
of your choice at higher levels, as shown in the Cantrips time. Tracking demons counts as a strenuous activity and
Known column of the Summoner table. thus can not be done during a short or long rest.
In combat demons share your initiative count, but take
Spell Slots their turns immediately after yours. You chose what actions
The Summoner table shows how many spell slots you have to they take on their turn and you do not have to take any special
cast your spells of 1st level and higher. To cast one of these actions to command your demons. A demon can be healed
summoner spells, you must expend a slot of the spell’s level normally, if it dies it crumbles to dust and a new one must be
or higher. You regain all expended spell slots when you finish re-summoned. Should all your demons die at any one time
a long rest. you must either find a summon scroll to summon a demon or
enter the ether yourself, where you take 1d12 poison damage
Spells Known of 1st Level and Higher every minute.
You know two 1st-level spells of your choice from the
summoner spell list. The Spells Known column of the Summoner style
Summoner table shows when you learn more summoner At 2nd level chose a summoner style out of Battle mMges,
spells of your choice. Each of these spells must be of a level Protectors or Spell Masters, all of which are detailed in this
for which you have spell slots or that is permitted by your class description.
Demonic Mana feature. Your choice grants your features when you chose it at 2nd
Additionally, when you gain a level in this class, you can level and again at 5th, 9th and 14th level.
choose one of the summoner spells you know and replace it
with another spell from the summoner spell list, which also Scrying Stones
must be of a level for which you have spell slots or that is At 3rd level you have been around demons long enough to
permitted by your Demonic Mana feature. 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
Spellcasting Ability least 50 gp. After you have done this you can look through the
Wisdom is your spellcasting ability for your summoner spells, stone to see whatever the demon is seeing.
since the power of your magic relies on your attunement to The stones range is equal to three times its price in gp in
your demons and the ether. You use your Wisdom whenever a feet, more than one stone can be attuned to a demon but only
spell refers to your spellcasting ability. In addition, you use one demon can be attuned per stone.
your Wisdom modifier when setting the saving throw DC for
a summoner spell you cast and when making an attack roll Demonology
with one. At 3rd level you begin to study and record the demons you
have summoned. You now have a demonology guide, a book
Spell Save DC = 8 + your proficiency bonus + that you can fill out by taking half an hour to study a demon
your Wisdom modifier
you currently have summoned.
After you do this you discover what mana abilities the
Spell attack modifier = your proficiency bonus + 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
your Wisdom modifier three times your wisdom modifier %.
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Ability Score Improvements At 2nd level you gain proficiency in medium armor, martial
When you reach 4th level, and again at 8th, 12th, 16th, and weapons and shields.
19th level, you can increase one ability score of your choice Side by Side
by 2, or you can increase two ability scores of your choice by Starting at 2nd level whenever you make a weapon attack
1. As normal, you can’t increase an ability score above 20 against a target that is within 5 feet of one of your demons,
using this feature you can add your wisdom modifier to the roll.
Demonic Mana Extra Attack
At 11th level you draw on your demons magic to bolster your Starting at 5th level You can attack twice, rather than once,
own, making your spells more powerful or casting new ones. whenever you take the Attack action on your turn.
Each demon has a pool of mana points relative to its demon
level, you can consume these points to up-cast spells or to Mana Smite
cast spells that you do not have spell slots for. For every spell Starting at 9th level you can channel your demonic mana into
slot increase you must use 3 mana points while for every a weapon when you make an attack to deal extra force
spell slot you make you must use 2. Demons regenerate their damage to the target, in addition to the weapon’s damage. For
mana after taking a long rest. each mana point you spend you deal an extra 1d8 force
For example if you cast fireball with a 3rd level spell slot, damage, to a maximum of 5d8
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 True Battle Companions
only have yo use 6 mana points to make it a 7th level spell Starting at 14th level you have learnt how to make the most
slot. of fighting with your demons. You gain advantage on attacks
Alternatively, if you wanted to cast a 9th level spell, you against creatures that are under a condition from one of your
would have to spend 18 mana points to cast that spell, and demons or when you are mounted on one of your demons
you would also have to know that spell. once per turn. If you would already have advantage you can
At 11th level you can uses this feature to cast spells up to consider a 19 a critical hit as well as a 20.
6th level, then 7th at 13th level, 8th at 15th level and 9th at Additionally, your demons can make an attack of
17th level. opportunity against any creature that deals damage to you,
and vice versa.
Summoning Scroll
At 20th level, you have perfected your summoning craft, and Protectors
can now bind a demon to a summoning scroll to summon it
when you need it most. You can make summon scroll by You have chosen to utilise your abilities to protect those
spending the same time it takes to summon the demon and around you, commanding your demons and manipulate
50 gp to bind it in a scroll, you can bind demons with total magic to shield your allies in the heat of battle. Most
demon levels equal to 10. Protectors were raised knowing that they would see combat
Summoning a demon takes a number of turns equal to half in the future, but wanted to keep their allies alive more then
its demon level (half turns are bonus actions), you must they wanted their enemies dead.
concentrate on the summoning and you are incapacitated Mana Barrier
while you are summoning. Starting at 2nd level, You can use demonic mana you create a
You can not summon demons that would cause you to barrier around yourself and your allies. As a bonus action
exceed your maximum demon level total, if you attempt this chose a creature you can see within 60 ft of you and expend
the demon is sent back to the ether and you take 4d10 one mana point to increase the targets AC by +1, two points
psychic damage fall unconscious for 1d4 hours. for +2 or four points for +3. This bonus lasts for half an hour
and can not stack.
Summoner Styles
Different summoners chose to style their abilities in different Imposing Presence
ways, and learn to call upon and channel demonic mana to Starting at 5th level your demons are more attuned to your
suit their needs. These styles vary but usually fall into three will to protect your allies. Whenever a creature makes an
main categories: Battle mages, Protectors and Spell Masters 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
Battle Mages use their reaction to cause the attack to have disadvantage.
Just because you wield magic doesn't mean you can't get your Field cover
hands dirty. You rely on yourself first and use you magic and Starting at 9th level you have learned how to manipulate
demons to turn the tide of battle in your favour. Most battle demonic mana into physical barriers. You can now expend 5
mages were already on the path to become fighters or mana points to cast the spell Wall of Force without using a
warriors, and summoning is another weapon to add to their spell slot.
arsenal.
Battle Ready
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Consistent Protection Demonic Vision
Starting at 14th level you can reuse and re-purpose your Starting at 5th level, you can hold a connection to your
demonic mana. As an action you can reclaim half the mana demons much more easily. Whenever you are using a scrying
points rounded down that you have used in your Mana stone, you can chose to adopt all of the demons senses and
Barrier or Field cover features. When you do this the effect you can increase the range of the stone to four times its price
ends. in gp in feet.
You can use this ability twice and regain the uses after a Spell Conduit
short or long rest. Starting at 9th level, you can use demonic mana while it is
Spell Masters still inside your demons. Whenever you cast a spell using
only demonic mana, you can chose to have it cast from any
Spell Masters have chosen to focus on the arcane side of one of your demons instead.
summoning, manipulating mana in new and destructive ways. The demon must have a demon level of at least half the
These summoners like to hang back and blast their enemies spell level, rounded down.
with spells while their demons protect them and open up
their targets. Mana Efficiency
Starting at 14th level, whenever you cast as spell using
Arcane Beginnings demoic mana, either from scratch or up-casting a spell slot,
At 2nd level you are more adept at manipulating the magic of you can spend two less mana points then you normally would.
the ether. Chose one cantrip from the summoner spell list e.g. If you cast a spell at 6 level using a 3rd level spell slot
and add it to your list of cantrips. You can also chose one you would only have to use 4 mana points inseatd of 6, or if
spell from the summoner spell list for which you have spell you cast a 7th level spell with out using a spell slot you would
slots and add it to your list of spells known. You can change use 12 points instead of 14.
this spell at any time you could normally
Jump Snilloc’s Snowball Swarm Hold Monster
Summoner Spell
Longstrider Spider Climb Passwall
list Mage Armor Scrying
Magic Missile
3rd Level Seeming
Cantrips (0 Level) Blink
Shield Telekinesis
Acid Splash Sleep Clairvoyance
Blade Ward Thunderwave Counterspell 6th Level
Booming Blade Daylight Chain Lightening
Chill Touch 2nd Level Erupting Earth Eyebite
Control Flames Aganazzar’s Scorcher Fireball Investiture of Flame
Create Bonfire Blindess/Deafness Fly Investiture of Ice
Dancing Lights Blur Haste Investiture of Stone
Fire Bolt Cloud of Daggers Intellect Fortress Investiture of Wind
Frost Bite Continual Flame Lightning Bolt Move Earth
Green-Flame Blade Darkness Major Image
Gust Darkvision Melf's Minute Meteors
7th Level
Light Dragon's Breath Revivify Delayed Blast Fireball
Mage Hand Earthbind Wind Wall Etherealness
Mending Enhance Ability Fire Storm
Message Find Traps
4th Level Force Cage
Minor Illusion Flame Blade Blight Regeneration
Prestidigitation Gust of Wind Control Water Teleport
Ray of Frost Heat Metal Elemental Bane Symbol
Sword Burst Hold Person Fire Shield Whirlwind
Thunderclap Invisibility Hallucinatory Terrain
Ice Storm 8th Level
Levitate
1st Level Locate Creature Earthquake
Magic Weapon
Absorb Elements Mirror Image Polymorph Glibness
Armor of Agathys Stoneskin Incendiary Cloud
Misty Step
Burning Hands Power Word Stun
Pass Without Trace
Comprehend Language 5th Level Telepathy
Pyrotechnics
Cure Wounds Ray of Enfeeblement Bigby's Hand
Cone of Cold
9th Level
Detect Magic Scorching Ray
Earth Tremor Control Winds Astral Projection
See invisibility
Expeditious Retreat Dominate Person Blade of Disaster
Shadow Blade
Feather Fall Dream Meteor Swarm
Shatter
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Demons Mite Swarm
This is the list of demons that can be summoned from 1st Swarm of Demons
level onwards using the Demonic summon feature. Important
notes are that all demons are immune to being charmed or Armor Class 17
frightened while they are bonded to a summoner, all demons Hit Points 25 times number of Mites in Swarm
have hit die equal to 3d8 times their demon level, demons can Speed 15 feet, flying 30 feet
only use mana abilities from their own pools of mana, not Demon Level Number of Mites in swarm (minimum
your total pool and whenever you die all of your current 4)
demons die.
STR DEX CON INT WIS CHA
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Jackalope Jackalope Herd
Medium Demon Swarm
Small Demon
Armor Class 16
Armor Class 17 Hit Points 30 times number of Jackalopes in the
Hit Points 30 Herd
Speed 40 feet Speed 40 feet
Demon Level 1 Demon Level Number of Mites in swarm (minimum
4)
STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 9 (-1) 7 (-2) 10 (+0) 10 (+0) STR DEX CON INT WIS CHA
8 (-1) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0)
Saving Throws Dexterity + 3 plus PB
Senses Darkvision, 60 ft, Blindsight 30 ft. passive Saving Throws Dexterity + 4 plus PB
perception 12 Senses Darkvision, 60 ft, Blindsight 30 ft. passive
Languages Can understand any language its perception 12
summoner can, can not talk 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 Quick Feet. If the Jackalope Herd is subjected to an
its forehead. effect that allows it to make a Dexterity saving
throw it can use its reaction to move up to half its
Quick Feet. If the Jackalope is subjected to an effect current movement speed to escape the effect.
that allows it to make a Dexterity saving throw it can
use its reaction to move up to half its current Keen Hearing. The Jackalope has advantage on
movement speed to escape the effect. Wisdom (Perception) checks that rely on hearing.
Mana. 1 times number of Jackalopes in the Herd
Keen Hearing. The Jackalope has advantage on
Wisdom (Perception) checks that rely on hearing.
Small Demon A medium or larger creature can move
Actions
through and occupy this creatures space and suffer Bite. Melee Weapon Attack: Your spell attack
no movement penalty modifier to hit, reach 5 feet, one target. Hit: number
of Jackalopes d4 + 2 times number of Jackalopes
Mana. The Jackalope has 1 mana point piercing damage
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Lavellan Lavellan Swarm
Swarm of Demons
Tiny Demon
Armor Class 17
Armor Class 18 Hit Points 25 times number of Lavellan in Swarm
Hit Points 25 Speed 30 feet
Speed 30 feet Demon Level Number of Lavellan in swarm
Demon Level 1 (minimum 4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 10 (+0) 7 (-2) 17 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)
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Pyrausta Pyrausta Swarm
Medium Swarm of Demons
Small Demon
Armor Class 16
Armor Class 17 Hit Points 30 times number of Pyraustas in Swarm
Hit Points 30 Speed 25 feet, flying 20 feet
Speed 25 feet, flying 20 feet Demon Level Number of Pyraustas in swarm
Demon Level 1 (minimum 4)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0) 7 (-2) 16 (+3) 10 (+0) 8 (-1) 10 (+0) 10 (+0)
Evasion. If the Pyrausta is subjected to an effect that Swarm. The swarm can occupy another creature’s
allows it to make a Dexterity saving throw to take space and vice versa, and the swarm can move
only half damage, it instead takes no damage if it through any opening large enough for a Pyrausta. If
succeeds on the saving throw, and only half damage the Pyraustas Swarm loses 30 hitpoints, one
if it fails. It can’t use this trait if it’s incapacitated. Pyrausta in the swarm dies
Heat Vision. The Pyraustas Swarm can through
Small Demon A medium or larger creature can move illusions that are concealing a creature with a
through and occupy this creatures space and suffer heartbeat.
no movement penalty
Mana. 1 times number of Pyraustas in swarm
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: number
Actions of Pyraustas d4 + 2 times number of Pyraustas
Bite. Melee Weapon Attack: Your spell attack piercing damage
modifier to hit, reach 5 feet, one target. Hit: 1d4 + 2
piercing damage
Mana Abilities
Camouflage. Cost x (minimum 4). x number of
Mana Abilities Pyrausta camouflage themselves, if x is not the
Camouflage. costs 1 mana point. The Pyrausta whole swarm, the remaining Pyrausta form a new
changes its skin colour to blend in with its swarm. While doing this the Pyrausta can cover a
surroundings, while doing this a creature must pass tiny object or creature and completely hide it, if at
an investigation check with a DC 16 to notice it. least 8 Pyrausta are camouflaged then they can hide
The creature has advantage on the roll if it saw the a small creature or object.
ability activate. The ability lasts indefinitely.
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.
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Damsel Damsel Swarm
Medium Swarm of Demons
Small Demon
Armor Class 17
Armor Class 18 Hit Points 35 times number of Damsels in Swarm
Hit Points 35 Speed 5 feet, flying 40 feet
Speed 5 feet, flying 40 feet Demon Level 2 times Number of Damsels in swarm
Demon Level 2 (minimum 8)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 18 (+4) 8 (-1) 9 (-1) 10 (+0) 10 (+0) 8 (-1) 18 (+4) 10 (+0) 8 (-1) 10 (+0) 10 (+0)
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Kamaitachi Kamaitachi Swarm
Medium Swarm of Demons
Small Demon
Armor Class 15
Armor Class 16 Hit Points 40 times number of Lavellan in Swarm
Hit Points 40 Speed 30 feet, Climb 30 feet
Speed 30 feet, Climb 30 feet Demon Level 2 times Number of Kamaitachi in
Demon Level 2 swarm (minimum 8)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
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Kappa Kappa Herd
Medium Swarm of Demons
Small Demon
Armor Class 18
Armor Class 17 Hit Points 50 times number of Kappa in Swarm
Hit Points 55 Speed 30 feet
Speed 30 feet, Swim 30 feet Demon Level Number of Kamaitachi in swarm
Demon Level 2 (minimum 8)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 8 (-1) 10 (+0) 10 (+0) 14 (+2) 10 (+0) 14 (+2) 9 (-1) 10 (+0) 10 (+0)
Actions Actions
Bite. Melee Weapon Attack: Your spell attack Bite. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 1d4 + 6 modifier to hit, reach 5 feet, one target. Hit: number
piercing damage of Kappa d4 + 4 times number of Kappa piercing
damage
Shell Defence The Kappa can withdraw into its shell
as an action. Until it emerges it gain a +4 bonus to Mana Abilities
its AC and has advantage on strength and Air bubble Cost x mana point. The Kappa herd
constitution saving throws. While in its shell the produces an air bubble x feet in diameter in an are in
Kappa is prone and has a speed of 0 that can't can see within 15 feet. The bubble can give x
increase, has disadvantage on dexterity saving creature breathing time for 15 minutes
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.
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Coatl Chamrosh
Medium Demon
Small Demon
Armor Class 14
Armor Class 15 Hit Points 65
Hit Points 55 Speed 30 feet, flying 20 feet
Speed 25 feet Demon Level 3
Demon Level 3
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Will-O’-The-Wisp Gryphowl
Medium Demon
Tiny Demon
Armor Class 15
Armor Class 18 Hit Points 70
Hit Points 40 Speed 30 feet, flying 25 feet
Speed flying 30 feet Demon Level 4
Demon Level 3
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Lutra Veo
Medium Demon
Medium Demon
Armor Class 19
Armor Class 14 Hit Points 75
Hit Points 80 Speed 25 feet
Speed 30 feet, swim 15 feet Demon Level 4
Demon Level 4
Actions Actions
Bite. Melee Weapon Attack: Your spell attack Claw. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 3d4 + modifier to hit, reach 5 feet, one target. Hit: 2d4 + 6
10 Piercing damage slashing damage
Tail Strike Melee Weapon Attck: Your spell attack Mana Abilities
modifier to hit, reach 10 feet, one target. Hit: 2d10
+ 6 bludgeoning damage, target's movement speed Spine Shot Magical Ranged Weapon Attck: Your
is halved for one turn. Recharge 5-6 spell attack modifier to hit, range 30 feet, x target,
costs x (maximum 4) mana. Hit: 1d10 + 6 + x
piercing damage.
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Vesp Catoblepas
Medium Demon
Medium Demon
Armor Class 15
Armor Class 17 Hit Points 105
Hit Points 70 Speed 30 feet
Speed 5 feet, flying 40 feet Demon Level 5
Demon Level 4
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Cockatrice Salamandrake
Small Demon
Medium Demon
Armor Class 17
Armor Class 15 Hit Points 90
Hit Points 100 Speed 30 feet, Climb 30 feet
Speed 30 feet Demon Level 5
Demon Level 5
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Arach Barkling
Medium Demon
Medium Demon
Armor Class 19
Armor Class 16 Hit Points 115
Hit Points 110 Speed 25 feet, Climb 30 ft
Speed 30 feet, Climb 30 ft Demon Level 6
Demon Level 6
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Raiju Caladrius
medium Demon
Small Demon
Armor Class 17
Armor Class 17 Hit Points 125
Hit Points 105 Speed 10 feet, Flying 30 feet
Speed 30 feet, climbing 20 feet Demon Level 7
Demon Level 6
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Halcyon Phoenix
medium Demon
medium Demon
Armor Class 17
Armor Class 17 Hit Points 125
Hit Points 125 Speed 10 feet, Flying 30 feet
Speed 10 feet, Flying 30 feet Demon Level 7
Demon Level 7
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Polarion Anubid
medium Demon
medium Demon
Armor Class 14
Armor Class 17 Hit Points 145
Hit Points 125 Speed 30 feet
Speed 10 feet, Flying 30 feet Demon Level 8
Demon Level 7
Beak. Melee Weapon Attack: Your spell attack Mana. The Anubid has 8 mana points
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
piercing damage Actions
Mana Abilities Claw. Melee Weapon Attack: Your spell attack
Ice Breath Cost 4 mana points, The Polarion exhales modifier to hit, reach 5 feet, one target. Hit: 1d10 +
ice in a 15-foot cone. Each creature in that area 6 slashing damage
must make a Dexterity saving throw, taking 3d8 + 8 Mana Abilities
cold damage on a failed save, or half as much
damage on a successful one. 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.
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Kirin Tarasquine
medium Demon
medium Demon
Armor Class 20
Armor Class 15 Hit Points 150
Hit Points 140 Speed 25 feet
Speed 45 feet Demon Level 8
Demon Level 8
Mount. The Kirin can act as a mount for a medium or Spiked Back Whenever a creature lands a natural
smaller creature and can wear armour designed for melee weapon attack (e.g. bite, claw) on the
horses Tarasquine it takes 4d4 + 8 piercing damage plus
Mana. The Kirin has 8 mana points Mana. The Tarasquine has 8 mana points
Actions Actions
Kick. Melee Weapon Attack: Your spell attack Bite. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d8 + 4 modifier to hit, reach 5 feet, one target. Hit: 5d4 + 8
bludgeoning damage piercing damage
Charge Melee Weapon Attack: Your spell attack Tail Strike Melee Weapon Attck: Your spell attack
modifier to hit, reach 5 feet, one target, Hit: 2d8 + modifier to hit, reach 10 feet, one target. Hit: 4d10
10 piercing damage, the Kirin must move 15 feet in + 8 bludgeoning damage, target is knock prone.
a straight line to make this attack Recharge 5-6
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Hydra Ent
medium Demon
medium Demon
Armor Class 15
Armor Class 15 Hit Points 165
Hit Points 165 Speed 25 feet
Speed 25 feet Demon Level 9
Demon Level 9
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Vulpid Abaia
medium Demon
small Demon
Armor Class 15
Armor Class 16 Hit Points 150
Hit Points 140 Speed 50 feet
Speed 50 feet Demon Level 10
Demon Level 9
Keen Smell. The VuVulpidlpin has advantage on Lingering Smell. The Abaia has advantage on rolls
Wisdom (Perception) checks that rely on smell. made to track or discover a target it has made a bit
Keen Ears The Vulpid has advantage on Wisdom attack against.
(Perception) checks that rely on sound. Mana. The Abaia has 10 mana points
Mana. The Vulpid has 9 mana points
Actions
Actions Bite. Melee Weapon Attack: Your spell attack
Bite. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8
modifier to hit, reach 5 feet, one target. Hit: 3d6 + 8 piercing damage
piercing damage
Mana Abilities
Mana Abilities Jolt Cost 2 mana point, After making a bite attack,
Mark Cost 1 mana point, The Vulpid magically the Abaia deals an extra 2d10 lightening damage.
selects a creature it can see, it has advantage on
rolls made to track and reveal this creature.
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Griffin Tikbalang
medium Demon
medium Demon
Armor Class 14
Armor Class 15 Hit Points 170
Hit Points 160 Speed 35 feet
Speed 45 feet, flying 30 feet Demon Level 10
Demon Level 10
Mana. The Griffin has 10 mana points Powerful Build The Tikbalang counts as one size
larger when determining its carrying capacity and
the weight it can push, drag, or lift.
Actions
Mana. The Tikbalang has 10 mana points
Beak. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 3d8 + 6
piercing damage Actions
Buffet The Griffin flaps its wings, forcing all Slam. Melee Weapon Attack: Your spell attack
creatures in a 10 foot cone to make a strength modifier to hit, reach 5 feet, one target. Hit: 1d12 +
saving throw against your spell DC or get knocked 10 bludgeoning damage
back 5 feet
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Nanaue Golem
medium Demon
medium Demon
Armor Class 17
Armor Class 17 Hit Points 190
Hit Points 175 Speed 25 feet
Speed 45 feet Demon Level 11
Demon Level 11
Blood sense. The Nanaue can sense any bloodied Description. The Golem is a humanoid made of
creature in a 200 ft radius stone and mineral, but actually only a juvenile and
can grow much bigger.
Keen Smell. The Nanaue has advantage on Wisdom
(Perception) checks that rely on smell.
Mana. The Golem has 11 mana points
Ravenous The Nanaue can make a second bite attack
against the same target when it takes the bite action
against a bloodied creature Actions
Mana. The Nanaue has 11 mana points Slam. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d12 +
10 bludgeoning damage
Actions
Bite. Melee Weapon Attack: Your spell attack
Mana Abilities
modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 Repair Cost 2 mana points, The Golum fuses with
piercing damage the earth around it to heal itself 3d6 + 6 hitpoints
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
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Enenra Peryton
medium Demon
medium Demon
Armor Class 15
Armor Class 17 Hit Points 200
Hit Points 150 Speed 45 feet, flying 30 feet
Speed flying 30 feet Demon Level 12
Demon Level 11
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Sobek Canid
Medium Demon
medium Demon
Armor Class 16
Armor Class 16 Hit Points 200
Hit Points 220 Speed 50 feet
Speed 30 feet, swim 20 feet Demon Level 12
Demon Level 12
Dexterous The Sobek can wield any non-magical Keen Instincts. The Canid has advantage on Wisdom
melee weapon and shields, with half your (Perception) checks that rely on smell, sound or
proficiency bonus. It can also wear light or medium sight.
armour that has been modified to fit it
Mana. The Canid has 12 mana points
Reptilian The Sobek can hold its breath for up to 20
minutes
Actions
Mana. The Sobek has 12 mana points
Bite. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 4d6 + 6
Actions piercing damage
Claw. Melee Weapon Attack: Your spell attack Mana Abilities
modifier to hit, reach 5 feet, one target. Hit: 2d6 +
12 Slashing damage Beast of the Hunt Cost 4 mana points, The Canid
magically knows the location of one creature it has
Mana Abilities seen in the past week as long as it is in a 3 mile
Ravenous Bite Magic Melee Weapon Attack: Your radius. In addition the Canid now has 15 feet of true
spell attack modifier to hit, reach 5 feet, one target vision. This lasts for 1 hour.
cost 2 mana points. Hit: 3d12 + 10 piercing
damage, the Sobek gains temporary hitpoints equal
to the damage dealt
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Ahool Sylph
small Demon
Medium Demon
Armor Class 17
Armor Class 16 Hit Points 170
Hit Points 230 Speed flying 30 feet
Speed 10 feet flying 45 feet Demon Level 13
Demon Level 13
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Oni Magmon
medium Demon
medium Demon
Armor Class 17
Armor Class 16 Hit Points 260
Hit Points 250 Speed 30 feet
Speed 40 feet, Demon Level 14
Demon Level 13
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Joten Naga
medium Demon
medium Demon
Armor Class 16
Armor Class 17 Hit Points 250
Hit Points 260 Speed 45 feet,
Speed 30 feet Demon Level 15
Demon Level 14
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Wendigo Wyvern
Medium Demon
medium Demon
Armor Class 16
Armor Class 18 Hit Points 270
Hit Points 275 Speed 10 feet flying 60 feet
Speed 30 feet Demon Level 15
Demon Level 15
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Drake Zartan
Huge Demon
Medium Demon
Armor Class 16
Armor Class 18 Hit Points 400
Hit Points 290 Speed 30 feet, swim 20 feet
Speed 30 feet, flying 20 feet Demon Level 16
Demon Level 16
Mana. The Drake has 16 mana points Giant Mount The Zartan can carry up to 6 medium
creatures, and can even have small structures such
Actions as huts and siege weapons built on its shell.
Bite. Melee Weapon Attack: Your spell attack Big Boy The Zartan can be used as three quarter
modifier to hit, reach 5 feet, one target. Hit: 4d8 + 8 cover
piercing damage Amphibian The Zartan can hold its breath for 2
Mana Abilities hours
Flame Volley Ranged Magic Attack: Your spell attack Mana. The Zartan has 16 mana points
modifier to hit, range 60/120 feet, x target, costs x
mana (maximum 4). Hit: xd6 + x fire damage Actions
damage. You can hit the same target multiple times
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.
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Adult Golem Manticore
Medium Demon
Large Demon
Armor Class 18
Armor Class 18 Hit Points 310
Hit Points 325 Speed 30 feet, flying 15 feet
Speed 25 feet Demon Level 17
Demon Level 17
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Wurm Phantaur
Large Demon
Huge Demon
Armor Class 18
Armor Class 16 Hit Points 375
Hit Points 330 Speed 30 feet
Speed 30 feet, Burrowing 45 feet Demon Level 19
Demon Level 18
Mana Abilities
Demonic Digestion Cost 1 mana point, as an action
the Wurm deals 2d8 Acid damage to all creatures it
has swallowed.
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Draken Mana. The Draken has 20 mana points
Large Demon
Actions
Armor Class 18 Bite. Melee Weapon Attack: Your spell attack modifier
Hit Points 325 to hit, reach 5 feet, one target. Hit: 4d10 + 8 piercing
Speed 30 feet, flying 45 feet damage
Demon Level 20
Buffet. The Wyvern flaps its wings, forcing all creatures
in a 15 foot cone to make a strength saving throw
STR DEX CON INT WIS CHA against your spell DC or get knocked back 5 feet
20 (+5) 20 (+5) 18 (+4) 18 (+4) 10 (+0) 10 (+0) Mana Abilities
Saving Throws Strength +5 plus PB Fire Storm Costs 2 mana points, The Draken breathes
out a tornado of fire, forcing all creatures in a 20 foot
Senses Darkvision, 75 ft, True vision 10 feet passive
cone to make a dexterity saving throw against your
perception 15
spell DC, taking 4d8 fire damage on a fail or half that on
Damage Immunities Fire
a success
Languages Can understand any language its summoner
can, can not talk After it has started this attack, the Draken can continue
it for one mana point as its action each turn and can
Description. Draken are lagre Draconic creatures, unlike expend its full movement speed, with each creature
the lesser Drake their wings are apart of their forearms that is engulfed by the flames having to make the same
and they have harder scales lining most of their body. save.
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Cetean Teethed Maw Your unarmed strikes deal 2d8 + your
strength modifier piercing damage and you gain + 2 to
Tiny Demon
your AC while infected by the Cetean
Armor Class 1 Brain Infection You can replace you intelligence score
Hit Points 5 with that of the Cetean's. A creature can still target the
Speed 1 foot Cetean with psychic damage, which it can make an
Demon Level 20 intelligence save against, making you target instead
instead
Horrific Sacrifice You can use summoning scrolls to
STR DEX CON INT WIS CHA regenerate mana and health by consuming the scroll,
1 (-5) 1 (-5) 1 (-5) 22 (+6) 10 (+0) 10 (+0) killing the demon and giving you mana points equal to
the demons level and hit points equal to four times its
level.
Saving Throws Intelligence +6 plus PB
Senses Blindsense 5 feet, blind past this Mana. The Cetean has 20 mana points
Languages Can understand any language its summoner
can, can not talk
Bonus Actions
Description. Cetean are an ancient breed of parasitic Tentacle. Melee Weapon Attack: Your spell attack
demons that lurk in the abyss of space that surrounds modifier to hit, reach 20 feet, one target. Hit: 1d10 + 6
the ether, they look like tiny leeches but can take over bludgeoning damage, and the target is grappled with
the bodies of other demons and turn them into the escape DC your spell save DC.
shadowy, black masses, out of which protrude inky
You can have up to three tentacles at one time, they are
tentacles and mouths. Summoning one is a dangerous
considered a part of you, but have an AC of 12 + your
decision and should not be taken lightly.
dexterity modifier. You can use your movement speed
to draw in or push out the tentacle, to a maximum
Parasite of the Abyss Under normal conditions a Cetean distance of 20 feet.
would take over any organism it touches, but your bond
with it through summoning allows you to hold control Mana Abilities
over it and use its powers. When you summon one it
Enter the Abyss Cost 8 mana points, As an action you
will infect you, and you gain the ability to use all of the begin to pull a creature held in one of your tentacles
Ceteans abilities, e.g. when making a tentacle attack, a
that is medium or smaller into the abyss that now
dark black tentacle will erupt from you, without using exists inside you. This ability requires concentration,
your hands. You now count as a demon. you can pull a creature 10 feet each turn, once a
The Cetean can be removed from you by an appropriate creature is within 5 feet of you it can make an attack of
9th level spell or by a 12 hour surgery by a highly opportunity. Once fully engulfed the creature is
trained doctor, after which roll a d4, on a 4 you both transported to the ethers abyss, where it takes 12d12
live, on a 3 the Cetean dies, on a 2 you die and on a 1 force damage each turn, with the only way to escape
you both die. being to teleport to another plane
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This document was lovingly created
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