Armor Class 15 Natural armor
Hit Points 40 (4d10)
Speed 30 ft., Fly 30 ft. (hover)
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 0 (10 XP)
Proficiency Bonus +2
Traits

CR and Proficiency Bonus of the Aberrant equals your Proficiency Bonus.

Actions

Multiattack. The aberrant makes 2 Eye Ray attacks.

Eye Ray. Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8+7 psychic damage.

Description

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.

Monster Tags: Misc Creatureaberration

MussabElDash

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