Medium Or Small Fey
Armor Class 18 Natural Armor
Hit Points 80 (5d6)
Speed 30 ft., fly 20 ft. (Hover)
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
9 (-1)
WIS
15 (+2)
CHA
12 (+1)
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 17
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Skills Intimidation +6, Perception +7, Stealth +8
Senses darkvision 30 ft., passive Perception 17
Languages understands the languages you speak
Proficiency Bonus 5

Explosive Emergence When you use a bonus action to command your spirit on
the same turn it’s summoned, you can have it take one additional action on its first turn. In addition, you gain any damage resistances that your manifested spirit has for the duration of its manifestation.

Detonator When your spirit is reduced to 0 hit points or you lose concentration on it,
each creature of your choice within 20 feet of it must succeed on a Dexterity saving throw against your sorcerer spell save DC or take necrotic or radiant damage (your choice on detonation) equal to 2d10 + 15 your sorcerer level.

Actions

Multiattack. The spirit makes 2 attacks.
Frenzy. Your spirit has advantage on all melee attack rolls, but attack rolls made against it have advantage.
Enlarge Your spirit’s size increases by one category. Its reach increases by 5 feet, and its melee attacks deal an extra 1d8 damage of the attack’s type on a hit.

Spirit Grasp. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 5 necrotic or radiant damage (your choice).

Spirit Rend. Ranged Spell Attack: your spell attack modifier to hit, range 60 ft., one target. Hit: 1d6 + 5 necrotic or radiant damage (your choice).

Bonus Actions

Detect. The spirit makes a Wisdom (Perception) check.

Teleporter. Your spirit can use its bonus action to teleport up to 30 feet to an unoccupied space it can see.

 

Reactions

 

 

Description

You can use an action to manifest your spirit, which appears in an unoccupied space within 30 feet of you. With customizations chosen, this will consume 7 sorcery points.

 

While manifested, your spirit shares your initiative count, but it takes its turn immediately after yours. As a bonus action, you can command it to take the Attack action on its next turn; otherwise, it takes the Dodge or Help action (your choice). Your spirit remains manifested for 10 minutes, until it is reduced to 0 hit points, or until you lose your concentration, as if concentrating on a spell. You add your Charisma modifier to saving throws you make to maintain concentration on your manifested spirit. After this time, your spirit retreats back into you and disappears.

MontyExist