Level 4
Basic Information | |
---|---|
School | Conjuration |
Classes | Warlock, Wizard |
Ritual? | No |
Duration | Concentration, up to 1 hour |
Components | V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vil worth at least 400 gp) |
Cast Time | 1 Action |
Range | 90 feet |
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.
Medium aberration
Armor Class: 11 + spell level (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
Medium aberration
Armor Class: 11 + spell level (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
Medium aberration
Armor Class: 11 + spell level (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
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
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.