Summon Aberration
Level 4 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP)
Duration: Concentration, up to 1 hour
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, it 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
Medium Aberration, Neutral AC 11 + the spell’s level HP 40 + 10 for each spell level above 4 Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only) Mod Save Mod Save STR 16 +3 +3 INT 16 +3 +3 DEX 10 +0 +0 WIS 10 +0 +0 CON 15 +2 +2 CHA 6 -2 -2 Immunities Psychic Senses Darkvision 60 ft., Passive Perception 10 Languages Deep Speech, understands the languages you know CR None (XP 0; PB equals your Proficiency Bonus) TraitsRegeneration (Slaad Only). Whispering Aura (Mind Flayer Only). ActionsMultiattack. Claw (Slaad Only). Eye Ray (Beholderkin Only). Psychic Slam (Mind Flayer Only). |