Medium Aberration
Armor Class 11 + the level of the spell (Natural Armor)
Hit Points 40 (1d10)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech understands the languages you speak.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

 

Actions

Multiattack. The aberration makes a number of attacks equal 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 + 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.

Description

Summoned: 

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 companions. 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 action and uses its move to avoid danger.

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.

 

Monster Tags: Slaad

kramer826

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