Player Spells — page 109
Player Spells rules and reference.
Summ On Ab Er Ra Ti On
4th-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 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. 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 compan ions. 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 ac tion and uses its move to avoid danger. ==7
Aberrant Sp Ir It
Medium aberration
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)
| 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 l 0
Languages Deep Speech, understands the languages you speak
Challenge Proficiency Bonus equals your bonus
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.
Summon Beast
2nd-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a feather, tuft of fur, and fish
tail inside a gilded acorn worth at least 200 gp)
Duration: Concentration, up to 1 hour
You call forth a bestial spirit. It manifests in an tun occupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, 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 compan ions. 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 ac tion and uses its move to avoid danger. Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. Whispering Aura (Star Spawn Only). 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 aberra tion isn't incapacitated.
Bestial Spirit
Small beast
Actions
Multiattack. The ab e rratio n m akes a nu m b er of attac ks eq ua l to half this spell's level (rounded down). Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 4 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn. Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage. Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature.
Hit: 1d8 + 3 + the spell's level psychic damage.
Armor Class 1l + the level of the spell (natural armor)
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for
each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim
30 ft. (Water only)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 11 (+0) | 16 (+3) | 4 (-3) | 14 (+2) | 5 (-3) |
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach. Pack Tactics (Land and Water Only). The beas t has ad var tage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated. Water Breathing (Water Only). The beast can breathe only underwater.
Actions
Multiattack. The beast makes a number of attacks equal to half. this spell's level (rounded down).
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level pierc ing damage.