Summon Aberration

Level 4

Basic Information 
SchoolConjuration
ClassesWarlock, Wizard
Ritual?No
DurationConcentration, up to 1 hour
ComponentsV, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vil worth at least 400 gp)
Cast Time1 Action
Range90 feet

Description

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose: Beholderkin, Slaad, or Star Spawn.

The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.


Aberrant Spirit (Beholderkin)

Medium aberration

Armor Class: 11 + spell level (natural armor)

Hit Points: 40 + 10 for each spell level above 4th

Speed: fly 30 ft. (hover)

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)16 (+3)10 (+0)6 (−2)

Damage Immunities: psychic

Senses: darkvision 60 ft., passive Perception 10

Languages: Deep Speech, understands the languages you speak

Actions


Aberrant Spirit (Star Spawn)

Medium aberration

Armor Class: 11 + spell level (natural armor)

Hit Points: 40 + 10 for each spell level above 4th

Speed: 30 ft.

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)16 (+3)10 (+0)6 (−2)

Damage Immunities: psychic

Senses: darkvision 60 ft., passive Perception 10

Languages: Deep Speech, understands the languages you speak

Regeneration. The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Actions


Aberrant Spirit (Star Spawn)

Medium aberration

Armor Class: 11 + spell level (natural armor)

Hit Points: 40 + 10 for each spell level above 4th

Speed: 30 ft.

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)16 (+3)10 (+0)6 (−2)

Damage Immunities: psychic

Senses: darkvision 60 ft., passive Perception 10

Languages: Deep Speech, understands the languages you speak

Whispering Aura. At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.

Actions


At Higher Levels

When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears in the stat block.