100% found this document useful (1 vote)
204 views39 pages

Summoner - GM Binder

A hooded elf summons a swarm of chittering demons to stop a charging minotaur. Summoners gain their magic from controlling demons from another dimension called the ether. They form magical bonds with their demons, allowing them to channel more powerful magic. While some summoners prefer having many small demons, others prefer one or two large demons to aid them in battle. It is a rare ability to become a summoner, usually requiring finding a summoning scroll or being gifted a demon by a master.

Uploaded by

Gabriel Queiroz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
204 views39 pages

Summoner - GM Binder

A hooded elf summons a swarm of chittering demons to stop a charging minotaur. Summoners gain their magic from controlling demons from another dimension called the ether. They form magical bonds with their demons, allowing them to channel more powerful magic. While some summoners prefer having many small demons, others prefer one or two large demons to aid them in battle. It is a rare ability to become a summoner, usually requiring finding a summoning scroll or being gifted a demon by a master.

Uploaded by

Gabriel Queiroz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 39

The Summoner

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 Class Features


The main thing to consider when creating a summoner is As a summoner, you gain the following class features
where, or who, did they get their first demon from. Most
summoners get gifted one by a parent or master, so they can Hit Points
begin training with magic. This usually means that one Hit Dice: 1d8 per summoner level
demon may become a family heirloom, that is passed down Hit Points at 1st Level: 8 + your Constitution modifier
through generations, or perhaps the demon is so used to Hit Points at Higher Levels: 1d8 (or 5) + your
instructing new summoners that it has gained a talent for it. Constitution modifier per summoner level after 1st
Most beginner level summoners are not strong enough to
control demons passed down to them, so they keep a Proficiencies
summoning scroll of the demon for when they are ready. Armor: light armor
However not everyone is rich or lucky enough to be given a Weapons: simple weapons
demon on a silver platter. Perhaps your summoner stole or Tools: none
found a summoning scroll, and is now on the run from its
original owner, or maybe you were sent into the ether by a Saving Throws: Wisdom, Charisma
wizard as a test subject, only to form a magical bond while in Skills: Choose two from skills Arcana, Animal handling,
there. Insight, Intimidation, Medicine and Survival
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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 %.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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
This is unofficial Fan Content permitted under the Fan Content Policy.
Ice Knife FarNot approved/endorsed by Wizards.
Step Portions
Power Word of Kill
the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

Mite 6 (-2) 18 (+4) 9 (-1) 8 (-1) 10 (+0) 10 (+0)

Tiny Demon Saving Throws Dexterity +4 plus PB


Senses Darkvision, 60 ft, passive perception 12
Armor Class 18 Languages Can understand any language its
Hit Points 25 summoner can, can not talk
Speed 15 feet, flying 30 feet
Demon Level 1 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
STR DEX CON INT WIS CHA it succeeds on the saving throw, and only half
4 (-3) 18 (+4) 8 (-1) 8 (-1) 10 (+0) 10 (+0) damage if it fails. It can’t use this trait if it’s
incapacitated.
Saving Throws Dexterity +4 plus PB Swarm. The swarm can occupy another creature’s
Senses Darkvision, 60 ft, passive perception 12 space and vice versa, and the swarm can move
Languages Can understand any language its through any opening large enough for a Mite. If the
summoner can, can not talk Mite Swarm loses 25 hitpoints, one Mite in the
swarm dies
Description. The Mite is a scarab like demon that
Size The swarm is small if it has 8 or less Mites in it,
appears as a large flying beetle and vary from dull
otherwise it is medium
brown to brightly colored.
Mana. 1 times number of Mites in swarm
Evasion. If the Mite is subjected to an effect that
allows it to make a Dexterity saving throw to take Actions
only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage Mandibles. Melee Weapon Attack: Your spell attack
if it fails. It can’t use this trait if it’s incapacitated. modifier to hit, reach 5 feet, one target. Hit: number
of Mites d4 + 2 times number of Mites slashing
Tiny Demon A small or larger creature can move damage
through and occupy this creatures space and suffer
no movement penalty
Mana Abilities
Mana. The Mite has 1 mana point 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
Actions in swarm, minimum 1).
Mandibles. Melee Weapon Attack: Your spell attack Hit: xd6 + x, target must make a constitution saving
modifier to hit, reach 5 feet, one target. Hit: 1d4 + 2 throw with DC 10 + x or become paralyzed till the
slashing damage end of the mites next turn
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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

Actions Gore. Melee Weapon attack: Your spell attack


modifier to hit, Reach 5 feet, one target. Hit:
Bite. Melee Weapon attack: Your spell attack Number of Jackalopes d8 + 2 times the number of
modifier to hit, Reach 5 feet, one target. Hit: 1d4 + Jackalopes piercing damage. The Jackalope Herd
2 piercing damage must move 10 feet in one direction before making
this attack. On hit, if the target is medium or smaller
Gore. Melee Weapon attack: Your spell attack it must make a strength saving throw, DC 10 +
modifier to hit, Reach 5 feet, one target. Hit: 2d6 +
Number of Jackalopes or be knocked back 5 feet
2 piercing damage. The Jackalope must move 10 and fall prone.
feet in one direction before making this attack

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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)

Saving Throws Dexterity + 3 plus PB Saving Throws Dexterity + 3 plus PB


Senses Darkvision, 60 ft, passive perception 12 Senses Darkvision, 60 ft, passive perception 12
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Lavellan is a ratlike demon armed Evasion. If the Lavellan Swarm is subjected to an
with two venomous fangs where its incisors should effect that allows it to make a Dexterity saving
be and a thick, wormlike tail. throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only
Evasion. If the Lavellan is subjected to an effect that half damage if it fails. It can’t use this trait if it’s
allows it to make a Dexterity saving throw to take incapacitated.
only half damage, it instead takes no damage if it
succeeds on the saving throw, and only half damage Swarm. The swarm can occupy another creature’s
if it fails. It can’t use this trait if it’s incapacitated. space and vice versa, and the swarm can move
through any opening large enough for a Lavellan. If
Tiny Demon A small or larger creature can move the Lavellan Swarm loses 25 hitpoints, one Lavellan
through and occupy this creatures space and suffer in the swarm dies
no movement penalty Size The swarm is small if it has 8 or less Lavellan in
Mana. The Lavellan has 1 mana point it, otherwise it is medium
Mana. 1 times number of Lavellan in swarm
Actions
Claw. Melee Weapon Attack: Your spell attack Actions
modifier to hit, reach 5 feet, one target. Hit: 1d4 + 4 Claw. Melee Weapon Attack: Your spell attack
slashing damage modifier to hit, reach 5 feet, one target. Hit: number
Mana Abilities of Lavellan d4 + 3 times number of Lavellan slashing
damage
Venomous Fangs. Magical Melee Weapon Attack:
Your spell attack modifier to hit, reach 5 feet, one Mana Abilities
target, costs 1 mana point. Hit: 1d8 + 2 piercing Venomous Fangs. Magical Melee Weapon Attack:
damage, target must make a constitution saving Your spell attack modifier to hit, reach 5 feet, one
throw with DC 12 or become poisoned for 1d4 target, costs x mana point(s) (Maximum number of
rounds. 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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)

Saving Throws Dexterity +3 plus PB Saving Throws Dexterity +3 plus PB


Senses Darkvision, 60 ft, passive perception 14 Senses Darkvision, 60 ft, passive perception 14
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Pyrausta appears in the shape of a Evasion. If the Pyraustas Swarm is subjected to an
lizard, but with the body parts of an insect – as if effect that allows it to make a Dexterity saving
made from a beetle's carapace with the same throw to take only half damage, it instead takes no
segmented joints. Its wings, though shaped like a damage if it succeeds on the saving throw, and only
Wyvern’s, are made from the same fragile material half damage if it fails. It can’t use this trait if it’s
as a butterfly’s. incapacitated.

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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)

Saving Throws Dexterity +4 plus PB Saving Throws Dexterity +4 plus PB


Senses Darkvision, 45 ft, passive perception 12 Senses Darkvision, 45 ft, passive perception 12
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Damsel is an insect-like demon akin Agility. If the Damsel Swarm is subjected to an effect
to a giant dragonfly, with an iridescent carapace and that allows it to make a Dexterity saving throw it can
four wings. use its reaction to move up to half its current
movement speed to escape the effect.
Agility. If the Damsel is subjected to an effect that
allows it to make a Dexterity saving throw it can use Swarm. The swarm can occupy another creature’s
its reaction to move up to half its current space and vice versa, and the swarm can move
movement speed to escape the effect. through any opening large enough for a Mite. If the
Damsel Swarm loses 35 hitpoints, one Damsel in
Small Demon A medium or larger creature can move the swarm dies
through and occupy this creatures space and suffer Mana. 2 times number of Damsels in swarm
no movement penalty
Mana. The Damsel has 2 mana points Actions
Mandibles. Melee Weapon Attack: Your spell attack
Actions modifier to hit, reach 5 feet, one target. Hit: number
Mandibles. Melee Weapon Attack: Your spell attack of Damsels d6 + 3 times number of Damsels
modifier to hit, reach 5 feet, one target. Hit: 1d6 + 3 slashing damage
slashing damage
Mana Abilities
Mana Abilities Paralyzing Sting. Magical Melee Weapon Attack: Your
Paralyzing Sting. Magical Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target,
spell attack modifier to hit, reach 5 feet, one target, costs x mana point(s) (Maximum number of
costs 1 mana point. Hit: 1d8 + 3 piercing damage, Damsels in swarm, minimum 1).
target must make a constitution saving throw with
DC 13 or become paralyzed till the end of the Hit: xd8 + 2x, target must make a constitution
Damsels next turn saving throw with DC 10 + x or become paralyzed
till the end of the Damsel swarms next turn

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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)

Saving Throws Dexterity +2 plus PB Saving Throws Dexterity +2 plus PB


Senses Darkvision, 60 ft, passive perception 12 Senses Darkvision, 60 ft, passive perception 12
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Kamaitachi is a demon that appears Evasion. If the Kamaitachi Swarm is subjected to an
similar to a large fanged weasel, with serrated bone- effect that allows it to make a Dexterity saving
blades replacing its paws. throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only
Evasion. If the Kamaitachi is subjected to an effect half damage if it fails. It can’t use this trait if it’s
that allows it to make a Dexterity saving throw to incapacitated.
take only half damage, it instead takes no damage if
it succeeds on the saving throw, and only half Swarm. The swarm can occupy another creature’s
damage if it fails. It can’t use this trait if it’s space and vice versa, and the swarm can move
incapacitated. through any opening large enough for a Kamaitachi.
If the Kamaitachi Swarm loses 40 hitpoints, one
Small Demon A medium or larger creature can move Lavellan in the swarm dies
through and occupy this creatures space and suffer Bone Claws The Kamaitachi can climb difficult
no movement penalty surfaces, including upside down on ceilings, without
Bone Claws The Kamaitachi can climb difficult needing to make an ability check.
surfaces, including upside down on ceilings, without Mana. 2 times number of Kamaitachi in swarm
needing to make an ability check.
Mana. The Kamaitachi has 2 mana points Actions
Bite. Melee Weapon Attack: Your spell attack
Actions modifier to hit, reach 5 feet, one target. Hit: number
Bite. Melee Weapon Attack: Your spell attack of Kamaitachi d6 + 4 times number of Kamaitachi
modifier to hit, reach 5 feet, one target. Hit: 1d6 + 6 slashing damage
piercing damage
Bone Lunge. Melee Weapon Attack: Your spell attack
Bone Lunge. Melee Weapon Attack: Your spell attack modifier to hit, reach 15 feet, one target, Hit:
modifier to hit, reach 15 feet, one target, Hit: 2d8 + number of Kamaitachi d10 + 2 times number of
2 slashing damage, The Kamaitachi must be above Kamaitachi slashing damage, The Kamaitachi Swarm
the target to make this attack. must be above the target to make this attack.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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)

Saving Throws Constitution +1 plus PB Saving Throws Constitution +2 plus PB


Senses Darkvision, 30 ft, passive perception 12 Senses Darkvision, 60 ft, passive perception 12
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Kappa appears as an overgrown Amphibious. The Kappa swarm can breathe water
toad with a turtle's beak and shell. and suffers no penalties from being submurged in
water
Amphibious. The Kappa 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
Small Demon A medium or larger creature can move through any opening large enough for a Kappa. If the
through and occupy this creatures space and suffer Kappa Swarm loses 50 hitpoints, one Kappa in the
no movement penalty swarm dies
Mana. The Kappa has 2 mana points Mana. 2 times number of Kappa in swarm

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
15 (+3) 14 (+2) 12 (+1) 7 (-2) 10 (+0) 10 (+0)
14 (+2) 15 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Strength +3 plus PB
Saving Throws Dexterity +3 plus PB Senses Darkvision, 45 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Chamrosh is a Hawk/Dog hybrid,
Description. The Coatl is a serpent with a set of long resembling a small griffin.
feathered wings and a feathered head crest.
Keen Smell. The Chamrosh has advantage on
Snake Body. As long as the Coatl can wrap its body Wisdom (Perception) checks that rely on smell.
around a surface it has a climbing speed of 50 ft
Hawk Eyes The Chamrosh has advantage on Wisdom
Gliding The Coatl can jump from a perch into the air, (Perception) checks that rely on vision.
with a gliding speed of 40 ft, falling 5 ft every 10 ft.
Mini Mount A small or smaller creature can ride the
Mana. The Coatl has 3 mana points Chamrosh as a mount
Mana. The Chamrosh has 3 mana points
Actions
Bite. Melee Weapon Attack: Your spell attack Actions
modifier to hit, reach 10 feet, one target. Hit: 1d8 +
6 piercing damage Bite. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
Constrict As an action the Coatl attempt can wrap piercing damage
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
4 (-3) 16 (+3) 8 (-1) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Dexterity +3 plus PB
Saving Throws dexterity +3 plus PB Senses Darkvision, 75 ft, passive perception 15
Senses Blindsense, 45 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Gryphowl is a Owl/cat hybrid,
Description. The Will-O’-The-Wisp appears to be a resembling a small griffin.
small floating ball of light, but on closer inspection
it is a small leech.
Owl Eyes The Gryphowl has advantage on Wisdom
(Perception) checks that rely on vision and can not
Blood sense. The Will-O’-The-Wisp can sense any be surprised.
bloodied creature in a 100 ft radius
Mini Mount A small or smaller creature can ride the
Mana. The Will-O’-The-Wisp has 3 mana points Gryphowl as a mount
Mana. The Gryphowl has 4 mana points
Actions
Bite. Melee Weapon Attack: Your spell attack Actions
modifier to hit, reach 5 feet, one target. Hit: 1d8 + 6
piercing damage Claw. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d8 + 6
Mana Abilities Slashing damage
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
15 (+2) 13 (+1) 14 (+2) 11 (+0) 10 (+0) 10 (+0)
Saving Throws Constitution +2 plus PB
Saving Throws Constitution +2 plus PB Senses Darkvision, 45 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Veo could be described as a cross
Description. The Lutra appears very similar to an between an armadillo and a hedgehog, with a hard
overgrown otter, with a tail spiked like a morning armor and spike quills covering its back.
star and two large incisors.
Spiked back Whenever a creature lands a natural
Otter Teeth The Lutra's bite attack deals double melee weapon attack (e.g. bite, claw) on the Veo it
damage to objects and structures made of wood. takes 1d4 + 4 piercing damage
Mana. The Lutra has 4 mana points Mana. The Veo has 4 mana points

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 18 (+4) 8 (-1) 10 (+0) 10 (+0)
10 (+0) 18 (+4) 10 (+0) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Constitution +4 plus PB
Saving Throws Dexterity +4 plus PB Senses Darkvision, 30 ft, passive perception 12
Senses Darkvision, 45 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk Damage Resistances** Poison
Condition Immunities Poisoned
Description. The Vesp is an insect-like demon the
appears like a giant wasp. Description. The Catoblepas resembles a wild boar,
but with a longer body and straighter tusks. Their
Agility. If the Vesp is subjected to an effect that diet causes them to grow toxic fungus in their
allows it to make a Dexterity saving throw it can use stomaches that they can use as a weapon.
its reaction to move up to half its current
movement speed to escape the effect. Foraging. The Catoblepas can easily find fruit and
Mana. The Vesp has 4 mana points vegetables in the wilderness.
Mana. The Catoblepas has 5 mana points
Actions
Mandibles. Melee Weapon Attack: Your spell attack Actions
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4 Tusks. Melee Weapon Attack: Your spell attack
slashing damage modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
Mana Abilities piercing damage

Paralyzing Sting. Magical Melee Weapon Attack: Your Mana Abilities


spell attack modifier to hit, reach 5 feet, one target, Toxic Breath. Magical Breath Weapon: Costs 3 mana
costs 1 mana point. Hit: 2d8 + 4 piercing damage, All creatures in a 10 foot cone must make a
target must make a constitution saving throw with constitution saving throw with your spell DC, taking
your spell save DC or become paralyzed till the end 4d8 + 12 poison damage and becoming poisoned
of the Vesp's next turn for till end of the Catoblepas' next turn on a fail or
only half damage and no effect on a success.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 10 (+0) 13 (+1) 10 (+0) 10 (+0)
15 (+2) 14 (+2) 10 (+0) 13 (+1) 10 (+0) 10 (+0)
Saving Throws Dexterity +3 plus PB
Saving Throws Strength +2 plus PB Senses Darkvision, 75 ft, passive perception 13
Senses Darkvision, 60 ft, passive perception 14 Damage Resistances Fire
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Cockatrice appears as a large, Description. Salamandrakes are about the size of a
rooster-shaped lizard with a long tail. Its body is ferret, with a similarly lithe body and limbs long
covered in scales, with a smattering of fiery feathers enough to lope rather than scuttle like a lizard. Their
along its limbs, tail and spine. skin is the color of dark burgundy, with eyes that are
large, amber and round like those of an owl.
Half-wings. The Cockatrice's Jump height is tripled
and its jump distance is doubled Sticky Feet. The Salamandrake can climb difficult
Mana. The Cockatrice has 5 mana points surfaces, including upside down on ceilings, without
needing to make an ability check.

Actions Mana. The Salamandrake has 5 mana points


Claws. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d8 + 4 Actions
slashing damage Bite. Melee Weapon Attack: Your spell attack
Pin The Cockatrice jumps 10 feet toward a target, modifier to hit, reach 5 feet, one target. Hit: 3d4 + 4
forcing it to make a dexterity saving throw DC 17 or piercing damage
get knocked prone and grappled by the Cockatrice. Mana Abilities
The Cockatrice has advantage on claw attacks
against targets that are grappled this way. 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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 15 (+2) 12 (+1) 10 (+0) 10 (+0)
15 (+2) 12 (+1) 14 (+2) 13 (+1) 10 (+0) 10 (+0)
Saving Throws Constitution +2 plus PB
Saving Throws Strength +2 plus PB Senses Darkvision, 45 ft, passive perception 12
Senses Darkvision, 45 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Barkling is a badger-shaped demon
Description. The Arch is an large, hairy spider, has tough skin almost indistinguishable from bark.
coloured from black to brown.
Camouflage A creature must make a DC 20
Spider Climb. The Arach can climb difficult surfaces, perception check to see a barkling while it is in
including upside down on ceilings, without needing dense foliage or on a tree
to make an ability check.
Spiked Back Whenever a creature lands a natural
Web Sense. While in contact with a web, the Arach melee weapon attack (e.g. bite, claw) on the Barkling
knows the exact location of any other creature in it takes 2d4 + 6 piercing damage plus 1d6 + 3
contact with the same web. poison damage
Web Walker. The Arach ignores movement Mana. The Barkling has 6 mana points
restrictions caused by webbing.
Loose Bristles Due to the Arach's constant shedding
of its fine fur, any creature with eyes that has not
Actions
been in close contact with the Arach for at least one Claw. Melee Weapon Attack: Your spell attack
day must make a DC 12 constitution saving throw modifier to hit, reach 5 feet, one target. Hit: 2d6 + 8
or become blinded for 1d6 + 2 turns slashing damage.
Mana. The Arach has 6 mana points Mana Abilities
Harden Cost 1 mana point, As an action the barkling
Actions gains +3 to its AC and its spiked back feature deals
an extra 2d4 piercing damage, this effect lasts for
Bite. Melee Weapon Attack: Your spell attack
15 minutes.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
13 (+1) 17 (+3) 10 (+0) 14 (+2) 10 (+0) 10 (+0)
Saving Throws Dexterity +2 plus PB
Saving Throws Dexterity +3 plus PB Senses Darkvision, 60 ft, passive perception 14
Senses Darkvision, 90 ft, passive perception 14 Languages Can understand any language its
Damage Resistances Lightening summoner can, can not talk
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.
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 Mana. The Caladrius has 7 mana points
jagged stripes of teal.
Actions
Mana. The Raiju has 6 mana points
Beak. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
Actions piercing damage
Bite. Melee Weapon Attack: Your spell attack Mana Abilities
modifier to hit, reach 5 feet, one target. Hit: 3d4 + 4 Healing Touch Cost 4 mana points, The Caladrius
piercing damage
touches a creature and heals it 3d8 + 8 hitpoints.
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
Saving Throws Dexterity +2 plus PB
Saving Throws Dexterity +2 plus PB Senses Darkvision, 60 ft, passive perception 14
Senses Darkvision, 60 ft, passive perception 14 Damage Immunities Fire
Damage Immunities Lightening Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Phoenix resembles a giant peacock
Description. The Halcyon resembles a giant eagle with red-orange plumage.
with bright metallic feathers that make it shine
brightly when it flies.
Mana. The Phoenix has 7 mana points
Mana. The Halcyon has 7 mana points
Actions
Actions Beak. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
Beak. Melee Weapon Attack: Your spell attack piercing damage
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
piercing damage Mana Abilities
Mana Abilities Fire Breath Cost 4 mana points, The Phoenix exhales
fire in a 15-foot cone. Each creature in that area
Lighten Breath Cost 4 mana points, The Halcyon must make a Dexterity saving throw, taking 3d8 + 8
exhales lightening in a 15-foot cone. Each creature fire damage on a failed save, or half as much damage
in that area must make a Dexterity saving throw, on a successful one.
taking 3d8 + 8 lightening damage on a failed save,
or half as much damage on a successful one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 15 (+2) 13 (+1) 10 (+0) 10 (+0)
14 (+2) 15 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0)
Saving Throws Strength +3 plus PB
Saving Throws Dexterity +2 plus PB Senses Darkvision, 60 ft, passive perception 14
Senses Darkvision, 60 ft, passive perception 14 Languages Can understand any language its
Damage Immunities Cold summoner can, can not talk
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
Description. The Polarion resembles a giant raven jackle, with four eyes.
with cold white-blue plumage.
Dexterous The Anubid can be wield any non-magical
Mana. The Polarion has 7 mana points melee weapon, with half your proficiency bonus. It
can also wear light or medium armour that has been
Actions modified to fit it

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 8 (-1) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
16 (+3) 14 (+2) 13 (+1) 10 (+0) 10 (+0) 10 (+0)
Saving Throws constitution +4 plus PB
Saving Throws Dexterity +2 plus PB Senses Darkvision, 30 ft, passive perception 12
Senses Darkvision, 30 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Tarasquine is a six-legged demon
Description. The Kirin is a reptilian horse, usually with a spiked tortoise shell, a club-tipped tail and a
green to red in colour, with a white mane. lizard-like head capped with a ridge of thick bone.

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
17 (+3) 6 (-2) 19 (+4) 11 (+0) 10 (+0) 10 (+0)
18 (+4) 10 (+0) 14 (+2) 14 (+2) 10 (+0) 10 (+0)
Saving Throws Constitution +4 plus PB
Saving Throws Strength +4 plus PB Senses Darkvision, 60 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Ent is a large demon that looks like
Description. The Tarasquine is a six-legged demon a small tree.
with a spiked tortoise shell, a club-tipped tail and a
lizard-like head capped with a ridge of thick bone.
Tree Like A creature must make a DC 20 perception
check to see a Ent while it is in dense forrest that it
Mana. The Hydra has 9 mana points matches, and creatures can use the Ent as half cover
Mana. The Ent has 9 mana points
Actions
Bite. Melee Weapon Attack: Your spell attack Actions
modifier to hit, reach 10 feet, one target. Hit: 2d10
+ 8 piercing damage, this attack hits 1d3 times Slam. Melee Weapon Attack: Your spell attack
modifier to hit, reach 10 feet, one target. Hit: 1d12
Grapple As an action the Hydra forces a target with + 10 Bludgeoning damage
5 feet to make a strength or dexterity saving throw
against your spell DC or become grappled, while Mana Abilities
grappling a creature the hydra has advantage on bite Ent Growth Cost 3 Mana As an action the Ent
attacks against the creature but they can only hit summons Grasping weeds and roots sprout from
once. 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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 12 (+1) 10 (+0) 10 (+0)
11 (+0) 20 (+5) 13 (+1) 15 (+2) 10 (+0) 10 (+0)
Saving Throws Strength +1 plus PB
Saving Throws Dexterity +5 plus PB Senses Darkvision, 90 ft, passive perception 16
Senses Darkvision, 90 ft, passive perception 16 Damage Immunities Lightening
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Vulpid resembles a fox with four Description. The Abaia resembles a large eel, with for
eyes and three tails. monitor lizard like legs.

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 8 (-1) 10 (+0) 10 (+0)
17 (+3) 15 (+3) 13 (+1) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Strength +4 plus PB
Saving Throws Dexterity +3 plus PB Senses Darkvision, 60 ft, passive perception 12
Senses Darkvision, 30 ft, passive perception 12 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Tikbalang resembles a tall, muscular
Description. You know what a Griffin is. humanoid with brownish very short fur, with the
head and tail of a horse, and four eyes.
Mount. The Griffin can act as a mount for a medium
or smaller creature, and can wear armour that is Dexterous The Tikbalang can be wield any non-
modified to fit it magical melee weapon, with half your proficiency
Eagle Eyes The Griffin has advantage on Wisdom bonus. It can also wear light or medium armour that
(Perception) checks that rely on vision. has been modified to fit it

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
21 (+5) 6 (-2) 19 (+4) 7 (-2) 10 (+0) 10 (+0)
18 (+4) 17 (+3) 15 (+2) 8 (-1) 10 (+0) 10 (+0)
Saving Throws Strength +5 plus PB
Saving Throws Dexterity +3 plus PB Senses Darkvision, 45 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Damage Resistances Bludgeoning, Piercing, and
Languages Can understand any language its Slashing from Nonmagical Attacks that aren't
summoner can, can not talk Adamantine
Condition Immunities Petrified, Poisoned
Description. The Nanaue resembles a giant shark Languages Can understand any language its
with wolf-like limbs. summoner can, can not talk

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 15 (+3) 15 (+2) 12 (+1) 10 (+0) 10 (+0)
4 (-3) 16 (+3) 19 (+4) 16 (+3) 10 (+0) 10 (+0)
Saving Throws Dexterity +3 plus PB
Saving Throws Constitution +4 plus PB Senses Darkvision, 30 ft, passive perception 12
Senses Blindsight, 120 ft, passive perception 12 Languages Can understand any language its
Damage Resistances Bludgeoning, Piercing, and summoner can, can not talk
Slashing from Nonmagical Attacks that aren't
Adamantine Description. The Hippogryph is a Deer/eagle with
Condition Immunities Blinded, Grappled, Paralyzed,
the proportions of a griffin, but a deers head.
Petrified, Poisoned, Prone, Restrained by non
magical means, Stunned
Languages Can understand any language its Mount. The Peryton can act as a mount for a
summoner can, can not talk medium or smaller creature, and can wear armour
that is modified to fit it
Description. The Enenra is a sentient floating black
Mana. The Peryton has 12 mana points
mist.

Mana. The Enenra has 11 mana points


Actions
Kick. Melee Weapon Attack: Your spell attack
Gaseous Form The Enenra can enter and occupy the modifier to hit, reach 5 feet, one target. Hit: 2d6 + 6
space of another creature and can pass through bludgeoning damage
small holes, narrow openings, and even mere cracks,
though it treats liquids as though they were solid Buffet The Peryton flaps its wings, forcing all
surfaces. It is also invisible in darkness creatures in a 10 foot cone to make a strength
saving throw against your spell DC or get knocked
back 5 feet
Actions
Charge Melee Weapon Attack: Your spell attack
Whisper. Melee Spell Attack: Your spell attack
modifier to hit, reach 5 feet, one target, Hit: 3d8 +
modifier to hit, reach 5 feet, one target. Hit: 5d4 + 4
12 piercing damage, the Peryton must move 15
necrotic damage
feet in a straight line to make this attack
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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 15 (+2) 15 (+2) 10 (+0) 10 (+0)
18 (+4) 19 (+4) 15 (+2) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Strength +3 plus PB
Saving Throws Strength +4 plus PB Senses Darkvision, 90 ft, passive perception 16
Senses Darkvision, 60 ft, passive perception 16 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Canid resembles a Large wolf with
Description. The Sobek resembles a tall, lean, four eyes and two tails. A close cousin to the Vulpid,
humanoid covered in green scales, with the head the biggest difference being the Canid has two extra
and tail of a crocodile, and four eyes. front legs

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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
2 (-4) 16 (+3) 20 (+4) 16 (+3) 10 (+0) 10 (+0)
18 (+4) 11 (+0) 15 (+2) 12 (+1) 10 (+0) 10 (+0)
Saving Throws Constitution +5 plus PB
Saving Throws Strength +4 plus PB Senses Blindsight, 120 ft, passive perception 12
Senses Blindsight, 75 ft, passive perception 16 Damage Resistances Bludgeoning, Piercing, and
Languages Can understand any language its Slashing from Nonmagical Attacks that aren't
summoner can, can not talk Adamantine
Condition Immunities Blinded, Grappled, Paralyzed,
Description. The Ahool resembles a giant bat, but Petrified, Poisoned, Prone, Restrained by non
with the bone structure and muscles of a gorilla. magical means, Stunned
Languages Can understand any language its
Keen ears. The Ahool has advantage on Wisdom summoner can, can not talk
(Perception) checks that rely on sound.
Description. Cousin to the Enenra, the Sylph is a
Wild Mount The Ahool can act as a mount for a sentient floating silvery mist.
medium or smaller creature but they must use both
their hands to ride it
Mana. The Sylph has 13 mana points
Mana. The Ahool has 13 mana points
Gaseous Form The Sylph can enter and occupy the
space of another creature and can pass through
Actions small holes, narrow openings, and even mere cracks,
Bite. Melee Weapon Attack: Your spell attack though it treats liquids as though they were solid
modifier to hit, reach 5 feet, one target. Hit: 4d6 + 8 surfaces. It is also invisible in fog and clouds.
piercing damage
Plummet The Ahool attempts to grapple a medium Actions
or smaller target, which must make a dexterity or Whisper. Melee Spell Attack: Your spell attack
strength saving throw against you spell DC. On a fail modifier to hit, reach 5 feet, one target. Hit: 5d4 + 4
the Ahool grabs the creature and ascends 10 feet. radiant damage
The creature can repeat the strength save at the
start of its turn, on a success it breaks free. 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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
22 (+6) 12 (+1) 16 (+3) 1 (-5) 10 (+0) 10 (+0)
Saving Throws Constitution +2 plus PB
Saving Throws Strength +6 plus PB Senses Darkvision, 60 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Damage Immunities Fire
Languages Can understand any language its Languages Can understand any language its
summoner can, can not talk summoner can, can not talk
Description. The Oni resembles a tall, muscular, Description. The Magmon is a Large obsidian golem,
humanoid with black skin covered in red whorls. with rivets of lava flowing across its body.
They have bleached white faces with a pair of horns
erupting from their foreheads and overdeveloped
upper and lower canines. 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
Humanoid Beast. The Oni can wear light or medium deals 1d8 less damage (minimum 1).
armour that has been modified to fit it
If an attack against the Magmon deals damage with
Mana. The Oni has 13 mana points a melee natural weapon, (e.g. claw and bite attacks)
the attack takes 1d8 fire damage.
Actions Mana. The Magmon has 14 mana points
Slam. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 2d20 + Actions
8 bludgeoning damage
Slam. Melee Weapon Attack: Your spell attack
Mana Abilities modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4
Berserk Cost 5 mana points, The Oni enters a blood bludgeoning damage plus 1d8 + 4 fire damage
lust, you can now re-roll one damage die from the Mana Abilities
Oni's slam attack and chose the higher value. This
ability lasts for 1 minute. 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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
16 (+3) 22 (+6) 14 (+1) 15 (+2) 10 (+0) 10 (+0)
16 (+3) 14 (+2) 14 (+2) 16 (+3) 10 (+0) 10 (+0)
Saving Throws Dexterity +6 plus PB
Saving Throws Constitution +2 plus PB Senses Darkvision, 60 ft, passive perception 12
Senses Darkvision, 60 ft, passive perception 12 Languages Can understand any language its
Damage Immunities Cold summoner can, can not talk
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
Description. The Joten is a large ice golem, covered long horns.
in snow and stone.
Half Humanoid. The Naga can wear light armour that
Ice Skin The Joten radiates a magic cold, any creature has been modified to fit it and can wield any non-
the Joten choses that ends its turn with in 10 feet of magical weapon and shields, with your proficiency
it takes 1d4 +2 cold damage bonus.
Mana. The Joten has 14 mana points Snakelike The Naga can move through spaces as
small as 2 feet tall with no movement reduction,
Actions and it can hold its breath for up to 10 minutes
Slam. Melee Weapon Attack: Your spell attack Mana. The Naga has 15 mana points
modifier to hit, reach 5 feet, one target. Hit: 2d6 + 4
bludgeoning damage plus 1d8 + 4 cold damage Actions
Mana Abilities Claws. Melee Weapon Attack: Your spell attack
Blizzard Cost 7 mana points, As an action, the Joten modifier to hit, reach 5 feet, one target. Hit: 3d6 + 8
sends out a flurry of snow and ice, all creatures in a slashing damage
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 14 (+2) 10 (+0) 10 (+0)
20 (+5) 12 (+1) 18 (+4) 16 (+3) 10 (+0) 10 (+0)
Saving Throws Dexterity +4 plus PB
Saving Throws Strength +5 plus PB Senses Blindsight, 60 ft, passive perception 16
Senses Darkvision, 120 ft, passive perception 18 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Wyvern is a large reptile with
Description. The Wendigo resembles a tall, lean, batlike wings, long, spiked tails and horned
humanoid with bleached skin and a head that crocodilian heads.
resembles a Stag or Moose skull.
Mount The Wyvern can act as a mount for a medium
Frightful Beast Any creature that takes damage from or smaller creature
the Wendigo must make a wisdom saving throw
against your spell DC or it becomes frightened till Mana. The Wyvern has 15 mana points
the end of its next turn
Mana. The Wendigo has 15 mana points Actions
Bite. Melee Weapon Attack: Your spell attack
Actions modifier to hit, reach 5 feet, one target. Hit: 4d8 + 8
piercing damage
Claw. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 3d10 + Buffet. The Wyvern flaps its wings, forcing all
10 slashing damage creatures in a 15 foot cone to make a strength
saving throw against your spell DC or get knocked
Mana Abilities back 5 feet
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 2 (-4) 20 (+5) 13 (+1) 10 (+0) 10 (+0)
17 (+3) 15 (+2) 15 (+2) 17 (+3) 10 (+0) 10 (+0)
Saving Throws Constitution +5 plus PB
Saving Throws Strength +3 plus PB Senses Darkvision, 75 ft, passive perception 13
Senses Darkvision, 75 ft, passive perception 13 Damage Resistances Bludgeoning, Piercing, and
Damage Immunities Fire Slashing from Nonmagical Attacks that aren't
Languages Can understand any language its Adamantine
summoner can, can not talk 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 Description. The Zartan is a giant tortoise, though it
their skin and facial features are closer to that of a is an unorthodox demon, some summoners chose it
lizard then of a Dragon or Wyvern. for its size and cover.

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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 17 (+3) 10 (+0) 10 (+0)
22 (+6) 4 (-3) 20 (+5) 7 (-2) 10 (+0) 10 (+0)
Saving Throws Strength +3 plus PB
Saving Throws Strength +6 plus PB Senses Darkvision, 75 ft, passive perception 13
Senses Darkvision, 45 ft, passive perception 12 Languages Can understand any language its
Damage Resistances Bludgeoning, Piercing, and summoner can, can not talk
Slashing from Nonmagical Attacks that aren't
Adamantine Description. The Manticore takes the from of a lion,
Condition Immunities Petrified, Poisoned
with bat wings and a scorpion tail.
Languages Can understand any language its
summoner can, can not talk
Manticore Venom. Targets hit by the Manticores Tail
Description. The Adult Golem is a humanoid made Spines are vunerable to damage from magical
of stone, mineral and some semi-rare stones. sources once till the end of their next turn.
Mana. The Manticore has 17 mana points
Mana. The Golem has 11 mana points
Actions
Actions Bite. Melee Weapon Attack: Your spell attack
Slam. Melee Weapon Attack: Your spell attack modifier to hit, reach 5 feet, one target. Hit: 4d10 +
modifier to hit, reach 5 feet, one target. Hit: 3d12 + 8 piercing damage
12 bludgeoning damage Mana Abilities
Mana Abilities Tail Spines Magical Ranged Weapon Attack: Your
Repair Cost 3 mana points, The Golum fuses with spell attack modifier to hit, range 40/100 feet, up to
the earth around it to heal itself 3d10 + 10 3 targets, costs 2 mana. Hit: 2d6 + 8 piercing
hitpoints damage + 1d10 + 4 poison damage. You can hit the
same target multiple times.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
24 (+7) 4 (-3) 22 (+6) 7 (-2) 10 (+0) 10 (+0)
20 (+5) 3 (-4) 22 (+6) 9 (-1) 10 (+0) 10 (+0)
Saving Throws Strength +7 plus PB
Saving Throws Constitution +6 plus PB Senses Darkvision, 45 ft, passive perception 12
Senses Tremor sense, 120 ft blind beyond this, Damage Resistances Bludgeoning
passive perception 14 Languages Can understand any language its
Languages Can understand any language its summoner can, can not talk
summoner can, can not talk
Description. The Phantaur is a giant humaniod with
Description. The Wurm has a long segmented thick greyish skin. and the legs and head of an
exoskeleton and a round mouth full of serrated elephant
teeth.
Mana. The Phantaur has 19 mana points
Tunneler. The Wurm can burrow through solid rock
at half its burrow speed and leaves a 10-foot-
diameter tunnel in its wake. Actions
Mana. The Wurm has 18 mana points Stomp. Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 4d10 +
12 bludgeoning damage
Actions
Bite. Melee Weapon Attack: Your spell attack Charge Melee Weapon Attack: Your spell attack
modifier to hit, reach 5 feet, one target. Hit: 4d8 + modifier to hit, reach 5 feet, one target, Hit: 4d12 +
14 piercing damage, the Phantaur must move 15
12 piercing damage. If the target is a Medium or
smaller creature, it must succeed on a Dexterity feet in a straight line to make this attack.
saving throw against your spell DC or be swallowed While making this attack the Phantaur can move
by the Wurm. A swallowed creature is blinded and through the space of a large or smaller creature, in
restrained, it has total cover against attacks and doing so the Creature must succeed on a DC 17
other effects outside the Wurm, and it takes 4d6 dexterity saving throw or take 2d10 + 8
acid damage at the start of each of the Wurm's bludgeoning damage and be knocked prone
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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.

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


smaller creature

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
This document was lovingly created
using GM Binder.

If you would like to support the GM Binder developers,


WWW.GMBINDER.COM consider joining our Patreon community.

You might also like