This magic staff is granted by Asmodeus to its most faithful and skilled servant. You gain a +2 bonus to attack and damage rolls made with this staff. If you try to attune to it and you are not a cultist of Asmodeus you must make a DC 18 Wisdom saving throw. On a failed save, you gain the following trait: *Asmodeus’ pledge*. “I consecrate my whole life to Asmodeus and I will do anything my power to spread its will.” On a successful save, you take 21 (6d6) psychic damage and fail to attune to the item. When you are attuned to it, you gain the following powers: - You have a +1 bonus to your AC - Each time you with a successful melee attack you deal additional 14 (4d6) fire damage - The first time on a turn you hit with a melee attack the target must make a DC 18 Wisdom saving throw, taking one of the following effects on a failed save - Target creature takes additional 10 (3d6) damage - Target creature is blinded until the end of its next turn - Target creature cannot take actions nor reactions until the end of its next turn While you are attuned to the fiendstaff, as an action you to summon one bearded devil or two imps. The creatures appear in an unoccupied space within 30 feet of you. Roll initiative for them, and they have their own turns. The creatures obey your verbal commands (no action required by you). If you don’t issue any command to them, they defend themselves from hostile creatures, but otherwise take no actions. The creatures stay with you and follow you, unless ordered so, for 1 hour or until they are slain. Once used, you cannot use again this property of the staff until the next dawn.