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Fiendish Spirit
- STR
- 13 (+1)
- DEX
- 16 (+3)
- CON
- 15 (+2)
- INT
- 10 (+0)
- WIS
- 10 (+0)
- CHA
- 16 (+3)
When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.
Magical Darkness doesn't impede the spirit's Darkvision.
The spirit has Advantage on saving throws against spells and other magical effects.
Actions
The spirit makes a number of attacks equal to half this spell's level (round down).
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d12 + 3 + the spell's level Necrotic damage.
Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. or range 150 ft. Hit: 2d6 + 3 + the spell's level Fire damage.
Find this creature in the encounter builder

Source: Player's Handbook (2024), p. 327 - Licenses and attribution