By giving in to the influence of your aboleth-touched magic, you command the aberrant powers of the Far Realm. Increase your Intelligence, Wisdom, or Charisma score by one.
Consume Memories (PB/Day): As a Magic Action, you can force a creature within 60 feet of you to make a Wisdom saving throw using your spellcasting save DC. The target creature takes 10d6 Psychic damage on a failed save or half as much on a successful one. On a failed save, you also gain knowledge of the creature’s memory of the last 24 hours. If this damage reduces a creature to zero hit points, the creature dies and you gain knowledge of their memories of their entire life.
A creature has advantage on this saving throw unless it is incapacitated, and has disadvantage on the save if it is charmed by you or unconscious.
Psymorphic Spawn (1/Day): As a Reaction when a creature you can see that’s not a Construct or Undead is reduced to zero hit points, you can use the creature’s body and mind to create an aberrant servant. It transforms into a Skum (if originally humanoid) or a Chuul (if another creature type) friendly to you with all its hit points.
In combat, the Spawn shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal and mental commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger. You may maintain the presence of no more than one Spawn on your plane at a time. If you create a second Spawn, the previous one disappears into the Far Realm.
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