This page contains all of the Demonic Minions that can be summoned via Demonic Knowledge. The exception is the Doom Guard and Infernal, which are summoned via different means.
Medium Fiend (Demon)
Armor Class : 14 + Proficiency Bonus (natural armor)
Hit Points : Your warlock level multiplied by the sum of six plus the Felguard's Constitution modifier
Speed : 30 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 14 (+2) | INT : 10 (+0) | WIS : 12 (+1) | CHA : 12 (+1) |
Saving Throws : STR + 5, CON + 4
Skills : Athletics +5, Intimidation +3, Perception + 3
Damage Resistance : bludgeoning, piercing, and slashing damage from non-magical weapons
Senses : darkvision 60 feet, passive Perception 11
Languages : Eredun, understands the languages of its summoner
Challenge : X
Legion Strike : Once on each of its turns When the felguard make a Legion Axe attack, it can make another attack against a different creature that is within 5 feet of both the first creature and the felguard.
Legion Axe : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d12 + 3 slashing damage.
Pursuit : When a creature stops moving after leaving the felguard's reach, the felguard can use its reaction to move up to its speed towards the creature. This movement does not provoke opportunity attacks. The felguard can then make a Legion Axe attack against the creature if it is within reach.
The demonic core of a felguard is a heart that never seems to stop dripping blood. A warlock who carries it gains the following benefits:
2nd Level : While carrying a felguard's core, the warlock has advantage on Strength (Athletics) and Wisdom (Survival) checks. While they hold the core, they can cast the Mage Armor spell at will.
5th Level : While holding the core, the warlock knows the Magic Weapon spell and can cast it without expending a spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Bloodlust spell and can cast it without expending a spell slot once per long rest.
A felguard in service to a demonologist evolves into a fel lord at 14th level. Its skin turns gray and it increases in size, wielding a massively oversized axe. It gains the following benefits:
Its size increases to Large, causing its Legion Axe attack to deal an extra die of damage and have a range of 10 feet, and it's health formula becomes "Your warlock level multiplied by the sum of eight plus the Felguard's Constitution modifier".
As an action it can slam its weapon into the ground, causing it to buckle. Treat this as though it cast earth tremor as a 2nd level spell using your warlock spell save DC.
As an action, it can make a single attack roll targeting any number of creatures within 10 feet. Roll damage for a Legion Axe attack for each creature that the attack roll would hit.
Medium Fiend (Demon)
Armor Class : 13 + Proficiency Bonus  (natural armor)
Hit Points : Your warlock level multiplied by the sum of six plus the Felhunter's Constitution modifier
Speed : 40 ft.
| STR : 18 (+4) | DEX : 12 (+1) | CON : 14 (+2) | INT : 6 (-2) | WIS : 14 (+2) | CHA : 14 (+2) |
Saving Throws : DEX + 3, CON + 4
Skills : Perception +4, Stealth +3, Survival +4
Senses : blindsight 60 feet, passive Perception 14
Languages : Eredun, understands the languages of its summoner
Challenge : X
Disrupt Magic : If the felhunter damages a creature that then has to make a Constitution saving throw to maintain concentration on a spell, that saving throw is made with disadvantage.
Magic Resistance : The felhunter has advantage on saving throws against spells and other magical effects. Sense Magic. The felhunter can sense magic within 60 feet of it at will. This trait otherwise work like the detect magic spell but isn't itself magical.
Shadow Bite : Melee Weapon Attack; +6 to hit, range 5 ft., one target. Hit; 1d6 + 4 necrotic damage
Maul : Melee Weapon Attack; +6 to hit, range 5 ft., one target. Hit; 1d8 + 4 piercing damage
Dispel Magic (3/Long Rest) : The Felhunter can use Dispel Magic as a 3rd level spell.
The demonic core of a felhunter is a squirming tentacle. A warlock who carries it gains the following benefits:
2nd Level : While carrying a felhunter's core, the warlock has advantage on Intelligence (Investigation) and Wisdom (Perception) checks. While they hold the core, they can cast the Detect Magic spell at will.
5th Level : While holding the core, the warlock knows the Counterspell spell and can cast it without expending a spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Locate Creature spell and can cast it without expending a spell slot once per long rest.
A felhunter in service to a demonologist evolves into a felstalker at 14th level. Its skin turns red and its outline seems to flicker in and out of reality. It gains the following benefits:
It can take the Dash action as a bonus action.
When it successfully saves against a spell, it regains hit points equal to twice the spell's level.
Its body shifts in and out of reality, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the felhunter is incapacitated or has a speed of 0.
Small Fiend (Demon)
Armor Class : 13 + Proficiency BonusÂ
Hit Points : Your warlock level multiplied by the sum of five plus the Imp's Constitution modifier
Speed : 25 ft.
| STR : 6 (-2) | DEX : 16 (+3) | CON : 14 (+2) | INT : 16 (+3) | WIS : 8 (-1) | CHA : 14 (+2) |
Saving Throws : DEX + 5, WIS + 1
Skills : Deception +4, Sleight of Hand +5, Stealth +5
Senses : darkvision 60 feet, passive Perception 9
Languages : Eredun, understands the languages of its summoner
Challenge : X
Claw : Melee Weapon Attack; +5 to hit, reach 5 ft., one target. Hit; 1d4 + 3 slashing damage.
Fire Bolt : Ranged Spell Attack; +5 to hit, range 60 ft., one target. Hit; 1d8 + 3 fire damage
Phase Shift : When the imp is subjected to an effect that allows it to make a saving throw to take half damage, it can use its reaction to shift out of phase with the world and automatically succeed.
The demonic core of an imp resembles a broken piece of horn, hot to the touch. A warlock who carries the demonic core of an imp gains the following benefits:
2nd Level : While carrying an imp's core, the warlock has advantage on Dexterity (Sleight of Hand) and Dexterity (Stealth) checks. While they hold the core, they can cast the Vicious Mockery cantrip.
5th Level : While holding the core, the warlock knows the Blink spell and can cast it without expending a warlock spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Rain of Fire spell and can cast it without expending a warlock spell slot once per long rest.
An imp in service to a demonologist evolves into a fel imp at 14th level. The imp increases in size, gaining massive horns and a pair of wings. It gains the following benefits:
It has a fly speed of 25 feet.
When it makes a Fire Bolt attack, it attacks three times.
Up to thrice per day, your Imp can cast the Aid spell at the same level as it's master's Fel Sorcery slots.
Medium Fiend (Demon)
Armor Class : 13 + Proficency Bonus (Natural Armor)
Hit Points : Your warlock level multiplied by the sum of six plus the Nether Dragon's Constitution modifier
Speed : 30 ft.
| STR : 16 (+3) | DEX : 12 (+1) | CON : 14 (+2) | INT : 14 (+2) | WIS : 14 (+2) | CHA : 10 (±0) |
Saving Throws : STR +3, WIS + 4
Skills : Arcana +4, Perception +4, Stealth +3
Damage Vulnerabilities : radiant
Damage Resistances : force, necrotic
Senses : darkvision 60 feet, passive Perception 11
Languages : Eredun, understands the languages of its summoner
Challenge : X
Spell Consumption : When the Nether Dragon Minion succeeds on a saving throw against a spell or spell-like effect, it takes no damage. Instead, it gains temporary hit points equal to the spell's level. Temporary hit points from this ability stacks with itself.
Bite : Melee Weapon Attack; +5 to hit, reach 5 ft., one target. Hit: 1d6 + 3 piercing damage.
Force Shield : As a reaction, the Nether Dragon Minion can use it's reaction against an attack to increase it's AC by it's master's Intelligence Modifier, potentially making the attack miss.
The demonic core of a nether dragon appears to be a fang infused with energies from the Twisting Nether. A warlock who carries the demonic core of a nether dragon gains the following benefits:
2nd Level : While carrying a nether dragon's core, the warlock has advantage on Dexterity (Acrobatics) and Intelligence (Arcana) checks. While they hold the core, they can cast the Arcane Blast spell at will.
5th Level : While holding the core, the warlock knows the Arcane Barrage spell and can cast it without expending a warlock spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Deathwyrm's Fury spell and can cast it without expending a warlock spell slot once per long rest.
A nether dragon in service to a demonologist evolves into a nether wyrm at 14th level. The nether dragon grows larger and it's dark blue glow becomes a dark green. It gains the following benefits:
Its size increases to Large, causing its Bite attack to deal an extra die of damage, and it's health formula becomes "Your warlock level multiplied by the sum of eight plus the Felguard's Constitution modifier".
When it gains temporary hit points from Spell Consumption, it's master will also gain those temporary hit points.
It gains the Magic Resistance trait, and has advantage on saving throws against spell effects.
Medium Fiend (Demon)
Armor Class : 13 + Proficency BonusÂ
Hit Points : Your warlock level multiplied by the sum of six plus the Succubus's Constitution modifier
Speed : 30 ft., fly 15 ft.
| STR : 8 (-1) | DEX : 16 (+3) | CON : 14 (+2) | INT : 10 (±0) | WIS : 12 (+1) | CHA : 16 (+3) |
Saving Throws : WIS + 3, CHA + 5
Skills : Deception +5, Persuasion +5, Stealth +5
Senses : darkvision 60 feet, passive Perception 11
Languages : Eredun, understands the languages of its summoner
Challenge : X
Whip Master : When the succubus hits a creature with its Lash of Pain, the target can be moved up to 10 feet closer to or away from the succubus.
Lash of Pain : Melee Weapon Attack; +5 to hit, reach 10 ft., one target. Hit; 1d6 + 3 necrotic or slashing damage, and a creature must succeed on a Constitution saving throw versus its master's spell DC, or have its movement speed reduced by 10 feet till the start of the succubus' next turn.
Shapechanger : The succubus can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Invisibility : The succubus magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the succubus wears or carries is invisible with it.
The demonic core of a succubus resembles... a tube of lipstick? A warlock who carries the demonic core of a nether dragon gains the following benefits:
2nd Level : While carrying a succubus's core, the warlock has advantage on Charisma (Deception) and Charisma (Persuasion) checks. While they hold the core, they can cast the Charm Person spell at will.
5th Level : While holding the core, the warlock knows the Suggestion spell and can cast it without expending a warlock spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Dominate Person spell and can cast it without expending a warlock spell slot once per long rest.
A succubus in service to a demonologist evolves into a fel succubus at 14th level. The succubus's skin turns red, its horns become more pronounced, and its eyes take on a green glow. It gains the following benefits:
When it makes a Lash of Pain attack, it can hit up to two targets.
The range on its Lash of Pain increases to 20 feet.
As an action, it can seduce a humanoid within 60 feet. If the target fails its Charisma save against your spell save DC, it is incapacitated for 1 minute. It can repeat its save at the beginning of its turn or when it takes damage, ending the effect on a success. While a creature is seduced, the succubus cannot seduce another creature.
Medium Fiend (Demon)
Armor Class : 16 + Proficency Bonus (Natural Armor)
Hit Points : Your warlock level multiplied by the sum of six plus the Voidwalker's Constitution modifier
Speed : 30 ft.
| STR : 16 (+3) | DEX : 8 (-1) | CON : 16 (+3) | INT : 8 (-1) | WIS : 14 (+2) | CHA : 16 (+3) |
Saving Throws : DEX + 1, WIS + 4
Skills : Athletics +5, Intimidation +2, Perception +4
Damage Vulnerabilities : radiant
Damage Resistances : bludgeoning, piercing, and slashing damage from non-magical weapons
Condition Immunity : exhausted, grappled
Senses : darkvision 60 feet, passive Perception 14
Languages : Eredun, understands the languages of its summoner
Challenge : X
Threatening Presence : Any creature damaged by the voidwalker has disadvantage on any attack roll it makes on a target other than the voidwalker, until the end of the voidwalker's next turn.
Hollowing Void : Whenever the voidwalker takes damage it reduces it by its Constitution modifier. Force, psychic, and radiant damage ignore this feature.
Slam : Melee Weapon Attack; +5 to hit, reach 10 ft., one target. Hit; 1d6 + 3 bludgeoning damage.
Suffering : Melee Weapon Attack; +5 to hit, reach 10 ft., one target. Hit; 1d6 + 3 necrotic damage.
Shadow Bulwark (1/day) : the voidwalker gains a number of temporary hit points equal to its master's level.
The demonic core of a voidwalker resembles an orb of pure shadow. A warlock who carries the demonic core of a voidwalker gains the following benefits:
2nd Level : While carrying a voidwalker's core, the warlock has advantage on Wisdom (Insight) and Charisma (Intimidation) checks. While they hold the core, they can cast the Ice Barrier spell at will.
5th Level : While holding the core, the warlock knows the Yogg's Doom spell and can cast it without expending a warlock spell slot once per long rest.
9th Level : While holding the core, the warlock knows the Enervation spell and can cast it without expending a warlock spell slot once per long rest.
A voidwalker in service to a demonologist evolves into a void thane at 14th level. The voidwalker's body becomes darker and takes on a blue sheen and it sprouts black armor plating. It gains the following benefits:
It gains a +1 bonus to armor class.
Creatures that hit the voidwalker with a melee attack take 5 (1d10) necrotic damage.
As an action, the voidwalker can instill fear of the void in each creature of your choice that is within 60 feet of the voidwalker and aware of it. Creatures must succeed on a Wisdom saving throw against your spell save DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the voidwalker's fear effect for the next 24 hours.
Large Fiend (Demon)
Armor Class : 16 (breastplate)
Hit Points : 94 (9d10 + 45)
Speed : 30 ft., fly 50 ft.
| STR : 18 (+4) | DEX : 16 (+3) | CON : 20 (+5) | INT : 14 (+2) | WIS : 16 (+3) | CHA : 22 (+6) |
Skills : Deception +9, Intimidation +9
Damage Resistances : bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities : fire, poison
Condition Immunities : poisoned
Senses : darkvision 60 ft., passive Perception 12
Languages : Eredun, Common
Challenge : 7 (2,900 XP)
Pain Master : When the doomguard hits a creature with its whip attack for the first time in a round, the creature must make a DC 14 Constitution saving throw or be struck with crippling pain until the beginning of its next turn. Its speed is reduced to 10 feet and it has disadvantage on attack rolls. If it attempts to cast a spell, it must make a DC 14 Constitution saving throw or the casting fails and the spell is wasted.
Multiattack : The doomguard uses Frightful Presence. It then makes two attacks, either with its whip or its doom bolt.
Whip : Melee Weapon Attack; +6 to hit, reach 15 ft., one target. Hit; 8 (2d4 + 3) slashing damage plus 13 (3d8) psychic damage.
Doom Bolt : Ranged Spell Attack; +9 to hit, range 120 ft., one target. Hit: 18 (4d8) necrotic damage.
Frightful Presence : Each creature of the doomguard's choice that is within 120 feet of the demon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the doomguard's Frightful Presence for the next 24 hours.
Large Construct
Armor Class : 17 (breastplate)
Hit Points : 94 (9d10 + 45)
Speed : 30 ft.
| STR : 20 (+5) | DEX : 8 (-1) | CON : 20 (+5) | INT : 12 (+1) | WIS : 14 (+2) | CHA : 12 (+2) |
Damage Resistances : bludgeoning, piercing, and slashing from non-magical weapons that aren't adamantine
Damage Immunities : fire, poison, psychic
Condition Immunities : charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses : darkvision 120 ft., passive Perception 12
Languages : understands Eredun but can't speak
Challenge : 7 (2,900 XP)
Death Throes : When the infernal dies, it explodes, and each creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried.
Fire Aura : At the start of each of the infernal's turns, each creature within 5 feet of it takes 3 (1d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the infernal or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.
Illumination : The infernal sheds bright light in a 30-foot radius and dim light in an additional 30 feet.
Immutable Form : The infernal is immune to any spell or effect that would alter its form.
Siege Monster : The infernal deals double damage to objects and structures.
Multiattack : The infernal makes two slam attacks.
Slam : Melee Weapon Attack; +7 to hit, reach 5 ft., one target. Hit; 14 (2d8 + 5) bludgeoning damage plus 3 (1d6) fire. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.