Player Spells — page 114
Player Spells rules and reference.
Shadow Spirit
Medium monstrosity
Un Dead Sp Ir It
Medium undead
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
Armor Class 11 + the level of the spell (natural armor)
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) +
10 for each spell level above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 13 (+1) | 16 (+3) | 15 (+2) | 4 (-3) | 10 (+0) | 16 (+3) |
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge Proficiency Bonus equals your bonus
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures. Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).
Chilling Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d124 3 + the spell's level cold damage. Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 (+l) | 16 (+3) | 15 (+2) | 4 (-3) | 10 (+0) | 9 (-1) |
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed,
poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge Proficiency Bonus equals your bonus
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action. 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.
Summ On Un Dead
3rd-level necromancy
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a gilded skull worth at
least 300 gp)
Duration: Concentration, up to 1 hour
You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the crea- Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn. Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain.
If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down). Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn. Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell at tack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell's level necrotic damage. Rotting Claw (Putrid Only).
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn. ture's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, 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.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.