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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)

STRDEXCONINTWISCHA
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.

STRDEXCONINTWISCHA
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.

Ch Apter Imagi Calm Is Ce Ll Any

Source & compatibility

Source: Tasha's Cauldron of Everything · page 114 · Legacy 5e.

Tasha's Cauldron of Everything; locally supplied reference, original publisher rights retained.

Compatibility: Original option; manual use pending compatibility review.