As an action, you utter foul words and consume a vial of blood from a celestial or humanoid killed within the past 24 hours to summon a fiend in an unoccupied space that you can see within 18 meters. The fiend is neutral to you and your companions, and it disappears when it drops to 0 health or when the spell ends. The fiend can’t use any legendary actions or lair actions. Any spell cast by the fiend reduces your mana or psi by the amount the fiend expends.
You can call an Abyssal Wretch (+3 damage on bite), Dretch, Imp, Maw Demon, Nupperibo, or Quasit
On each of your turns, you can try to issue a verbal command to the fiend (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Coercion, Deception, or Persuasion check contested by its Insight check. You make the check with advantage if you say the fiend’s true name. If your check fails, the fiend is immune to your verbal commands for the duration of the spell and may become hostile, though it can still carry out your commands if it chooses. If your check succeeds, the fiend carries out your command—such as “attack my enemies,” “explore the room ahead,” or “bear this message to the queen”—until it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the fiend doesn’t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual fiend’s talisman, you can summon that fiend, and it obeys all your commands, with no Charisma checks required.
As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned fiend can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.
You can call two additional creatures for each additional mana or psi expended.
You can expend 1 additional mana or psi to call a Barghest, Bulezau, Hell Hound, Incubus, Merregon, Merrenoloth, Rutterkin, Shadow Demon, Succubus, Spined Devil, or Vargouille. You can call one additional creature for each additional mana or psi expended.
You can expend 1 additional mana or psi to call a Babau, Barbed Devil, Bearded Devil, Cambion, Dybbuk, Gnoll Fang of Yeenoghu, Nightmare, Mezzoloth, Night Hag, or Tanarukk. You can call one additional creature for every other additional mana or psi expended.
You can expend 2 additional mana or psi to call a Barlgura, Chasme, Vrock, or White Abishai. You can call one additional creature for every other additional mana or psi expended.
You can expend 3 additional mana or psi to call a Armanite, Black Abishai, Dhergoloth, Draegloth, or a Maurezhi.