Posts Tagged ‘creature’

Throughout fantasy’s history summoning creatures to do one’s bidding has been a big part of the genre. Throughout Dungeons and Dragons‘ history spells like summon monster have served conjurers and conjurees alike elevating both to levels of notoriety they may not have achieved otherwise. While the Dungeons and Dragons Player’s Handbook does present us with a variety of conjuration spells, the net cast on creature summoning is not nearly wide enough for me. So I present to you a bunch of new conjuration spells so you can summon creatures into battle!

I like my conjuring to be high risk high reward, so you’ll see some powerful creatures casters can lose control of in the descriptions below.

New Spells

Cleric Spells

4th Level

Conjure minor fiends (conjuration)

8th Level

Conjure fiend (conjuration)

Druid Spells

3rd Level

Conjure plants (conjuration)

Ranger Spells

3rd Level

Conjure plants (conjuration)

Sorcerer Spells

5th Level

Conjure slaad (conjuration)

9th Level

Conjure dragon (conjuration)

Warlock Spells

4th Level

Conjure minor fiends (conjuration)

5th Level

Conjure oozes (conjuration)

8th Level

Conjure fiend (conjuration)

Wizard Spells

1st Level

Conjure monstrosity (conjuration)

4th Level

Conjure minor fiends (conjuration)

5th Level

Conjure oozes (conjuration)

Conjure slaad (conjuration)

8th Level

Conjure fiend (conjuration)

9th Level

Conjure dragon (conjuration)

Conjure Dragon

9th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a dragon of challenge rating 9 or lower, which appears in an unoccupied space that you can see within range. The dragon disappears when it drops to 0 hit points or when the spell ends.

The dragon is friendly to you and your companions for the duration. Roll initiative for the dragon, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the dragon, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the dragon doesn’t disappear. Instead, you lose control of the dragon, it becomes hostile toward you and your companions, and it might attack. An uncontrolled dragon can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the dragon’s statistics.

Conjure Fiend

8th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a fiend of challenge rating 8 or lower, which appears in an unoccupied space that you can see within range. The fiend disappears when it drops to 0 hit points or when the spell ends.

The fiend is friendly to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the fiend, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the fiend doesn’t disappear. Instead, you lose control of the fiend, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fiend can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the fiend’s statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a fiend of challenge rating 9 or lower.

Conjure Minor Fiends

4th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon fiends that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fiend of challenge rating 2 or lower.
  • Two fiends of challenge rating 1 or lower.
  • Four fiends of challenge rating 1/2 or lower.
  • Eight fiends of challenge rating 1/4 or lower.

A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Conjure Monstrosity

1st-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a creature with the monstrosity type of challenge rating 1 or lower, which appears in an unoccupied space that you can see within range. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the creature, it defends itself from other hostile creatures, but otherwise takes no actions.

If your concentration is broken, the creature doesn’t disappear. Instead, you lose control of the creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled creature can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the creature’s statistics.

At Higher Levels. When you cast this spell using a a spell slot of 2nd level or higher, the challenge rating increases by 1 for each slot level above 1st.

Conjure Oozes

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon oozes that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One black pudding.
  • Two ochre jellies.
  • Two gelatinous cubes.
  • Eight gray oozes.

An ooze summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 7th-level slot and three times as many with a 9th-level slot.

Conjure Plants

3rd-level conjuration

Casting Time: 1 action

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of plants and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One plant of challenge rating 2 or lower.
  • Two plants of challenge rating 1 or lower.
  • Four plants of challenge rating 1/2 or lower.
  • Eight plants of challenge rating 1/4 or lower.

Each plant summoned by this spell is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions for the duration. Roll initiative for the summoned creatures, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures’ statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Slaad

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S

Duration: Concentration, up to 1 hour

You summon a red slaad, which appears in an unoccupied space that you can see within range. The slaad disappears when it drops to 0 hit points or when the spell ends.

The slaad is friendly to you and your companions for the duration. Roll initiative for the slaad, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don’t violate its alignment. If you don’t issue any commands to the slaad, it defends itself from hostile creatures, but otherwise takes no actions.

If your concentration is broken, the slaad doesn’t disappear. Instead, you lose control of the slaad, it becomes hostile toward you and your companions, and it might attack. An uncontrolled slaad can’t be dismissed by you, and it disappears 1 hour after you summoned it.

The DM has the slaad’s statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots you can summon a different type of slaad. You can summon a blue slaad using a 7th-level slot, a green slaad using an 8th-level spell slot, and a gray slaad with a 9th-level slot.

Have a PDF. You Earned It!

As usual, I wouldn’t just leave you with this information in a blog post. Why not have it in a PDF you can download and keep forever and ever and ever? So you can grab these spells in the link below or head on over to the Free Game Resources of this site where you can find rules modules, magic items, monsters, and more for your game.

Conjuration Spells

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends and share this blog post, and/or leave me a comment and let me know you think. Thanks!

Advertisements

UPDATE: The statistics for these catastrophic dragons have been moved, but fear not! You can now grab them in a totally awesome Pay What You Want PDF on the DMs Guild.

Know what’s pretty terrifying and gripping? A volcanic eruption. When you see volcanoes erupt in nature films part of your brain says, “That’s the scariest thing I’ve ever seen.” The other half of your brain is like, “This is sweet! Nature is crazy!”

Last week I explored bringing fourth edition’s catastrophic dragons into fifth edition D&D. The blizzard and earthquake dragons were first on my list. Today I’d like to share the volcanic dragon with you. This dragon is the baddest of the bunch and has an attitude to match.

A Recap Of Catastrophic Dragons in General

Here are a few quick words about my take for catastrophic dragons. This is from my first post last week. You can just skip ahead of you’ve already been reading these posts.

Catastrophic dragons were once chromatic dragons who desired more than a hoard and a lair. For while others stole and hid from the humanoids over whom they claimed superiority, these dragons knew that all other life in the multiverse should be bowing to their will. Power is a far greater reward than any material possession and as the smartest and strongest in the land, dragons deserved to be in charge. Any thought other than this was impractical and stupid.

These dragons tried to convince their brethren to leave their caves and make the humanoids submit to their will. The other chromatic dragons did not like this sudden interest in the affairs of lesser beings and so with greater numbers they did come together. They banished their radical kin to the elemental planes. For hundreds of years these rebellious chromatic dragons were locked in seas of fire, ice, wind, and stone. Those who did not die were shaped by elemental forces and remade into catastrophic dragons.

Each trapped catastrophic dragon has its imprisonment tied to the soul of a chromatic dragon on the material plane. If one of these gatekeeper chromatic dragon should die before it can pass the responsibility onto another, the catastrophic dragon can leave the plane of its imprisonment and wreak havoc on the world.

Catastrophic dragons once wanted to dominate all life in the multiverse. After years of suffering the harsh terrain of the elemental planes, their minds are warped and they desire only to kill all those inferior to them, especially chromatic dragons whom they hate above all others.Their memories are long and catastrophic dragons do not forget their betrayal at the hands of their kin. If they escape their bonds, they may keep a hoard, but usually only for the purpose of attracting other dragons and killing them.

Volcanic Dragons

Volcanic dragons have skin made of barely cooled molten rock. Cracks in their skin large and small show off the dragon’s glowing lava insides, which grow brighter as the dragon becomes more agitated. Heat and embers radiate from the dragon’s form and getting too close can result in a toxic death before the dragon ever lays claws onto a victim. A dry heat wave heralds the volcanic dragon’s approach.

Righteous Rage. Like all catastrophic dragons, rage constantly simmers in the heart of the volcanic dragon. The rage of the volcanic is one of a wronged creature out for justice. Volcanic dragons see the destruction of life as their righteous mission. As the mutliverse’s superior beings they must destroy any non-elemental they come across as just punishment for their imprisonment. Most carry this twisted belief in their heart until the end of their days.

Chromatic Hunters. With a warped idea of justice in their minds, volcanic dragons are the dragons most likely to hunt and kill chromatic dragons. Since they share a love of volcano lairs, volcanic dragons will often challenge an established red dragon and try to take its home. These battles are brutal, as both creatures are unaffected by the heat and must use claws and jaws to battle.

A Volcanic Dragon’s Lair

Volcanic dragons tend to create lairs in their namesake. Since many volcano lairs are occupied by red dragons, volcanic dragons do not build their own, but rather siege the lair of a red dragon, kill the host, and claim the volcano as their own.

Volcanic dragons do make modifications to their stolen homes. They open cracks in the walls of the tunnels, allowing even more lava and noxious fumes inside to make the place habitable only by creatures who fear neither fire nor poison. Pieces of the defeated red dragon’s corpse are mounted here and there as a show of the volcanic dragon’s dominance.

The cunning volcanic dragons rig their lairs with all manner of unexpected traps as well. Knowing their opponents may have prepared with spells and items to help them resist flames, volcanic dragons often create magic traps which deal acid, cold, and lightning, to show any who might think themselves clever that they cannot hope to outsmart a cunning dragon in its home.

If you like what you’re reading, please check out my podcasts on The Tome Show, follow me on Twitter, tell your friends, share this blog post, and/or leave me a comment and let me know you think. Thanks!