Summon: Fenrir

Summon: Fenrir
Level7th Level Casting Time1 action Range20m
AoESingle DurationConcentration, up to 1 hour
SchoolStorm ComponentsV, S, M (a wind crystal, which is a magicite that has been infused with the power of the winds, worth at least 500gp)
ClassesBlack Mage

"I call upon the rider of the winds, the loyal defender — the Fang of the East Wind... I summon thee! Come, Fenrir!"

As you hold up the piece of magicite, you draw on energy from the Elemental Plane of Air and call forth a manifestation of Fenrir, the Fang of the East Wind.

A Huge manifestation of Fenrir appears for the duration in an unoccupied area within 20m of you. Fenrir is considered to be a creature that has HP equal to 100 + half of your maximum HP. If he drops to 0 HP, the spell ends and he dematerialises into a gust of wind. He knows how to speak and read Ivalician, Auran and Sylvan, and you can communicate telepathically to one another. He has the following stats:

STR DEX CON INT WIS CHA
17 (+3) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 13 (+1)

AC15
Speed30m
Damage ResistancesWIND; BLUNT, SLASH, PIERCE from non-magickal attacks
Condition ImmunitiesBerserk, Charm, Confusion, Exhaustion, Instant KO
SensesDarkvision 40m, passive Perception 13

When you cast this spell, and as a bonus action on your turn, provided that Fenrir is within 100m of you and not

Incapacitated
, you can move Fenrir a distance up to his speed, and you can mentally command Fenrir to do one of the following abilities:

At the DM's discretion, Fenrir could perform other actions, such as interacting with objects. Fenrir is a Neutral creature, so if you or your allies are performing acts strongly not aligned with his, Fenrir can force you to make a DC 15 Charisma save at the end of your turn. On a failed save, Fenrir can dismiss himself back to the Elemental Plane of Air. On a successful save, Fenrir remains in your services, but the DC of this Charisma save increases by 5.

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