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☄️5e - Summon Aberration☄️
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School: Conjuration Level: 4 Casting Time: A Range/Area: 90 ft. Components: V, S Duration: 1 Hour Concentration: x Attack/Save: Spell List: Arcane,Occult Effect: Summoning
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the 🐺Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details 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 allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot: Use the spell slot’s level for the spell’s level in the stat block.
Aberrant Spirit 5e
Medium AberrationArmor Class: 11 + the spell's level
Hit Points: 40 + 10 for each spell level above 4
Initiative: +0
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +3 | +0 | +2 | +3 | +0 | -2 |
Immunities: Psychic
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Deep Speech, Understands the languages you know
Traits
Regeneration (Slaad Only): The spirit regains 5 HP at the start of its turn if it has at least 1 HP.
Whispering Aura (Mind Flayer Only): At the start of each of the spirit's turns, the spirit emits psionic energy in a 5-foot Emanation if it doesn't have the ☠️Incapacitated condition. Each creature, other than you, in the Area makes a WIS Save. Failure: 2d6 Psychic damage.
Actions
| Attacks | Attack Bonus | Save DC | Speed |
|---|---|---|---|
| 1/2 x the spell's level (rounded down) | Your spell attack mod. | Your spell save DC | 30 ft., Fly 30 ft. (hover; Beholderkin only) |
Claw (Slaad Only): Melee, 1d10 + 3 + the spell's level Slashing, and the target is ☠️Heavily Woundeduntil the start of the spirit's next turn.
Eye Ray (Beholderkin Only): Ranged (150 ft.), 1d8 + 3 + the spell's level Psychic.
Psychic Slam (Mind Flayer Only): Melee, 1d8 + 3 + the spell's level Psychic.
Quelle
Quelle/Inspiration
Player’s Handbook 2024