Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC 17, each creature (other than you) within 5 feet of the spirit. Failure: 7 (2d6) Psychic damage.
Multiattack. The spirit makes two attacks.
Claw (Slaad Only). Melee Attack Roll: +9, reach 5 ft. Hit: 13 (1d10 + 8) slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.
Eye Ray (Beholderkin Only). Ranged Attack Roll: +9, range 150 ft. Hit: 12 (1d8 + 8) Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: +9, reach 5 ft. Hit: 12 (1d8 + 8) Psychic damage.
Description
You call forth an aberrant spirit using the Summon Aberration Spell at 5th level. The spell casting doesn’t require Concentration, but you otherwise function as the spell’s caster. It manifests in an unoccupied space that you can see within 90 feet and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details 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 allies. In combat, it 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 movement to avoid danger.
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