While picturing the target in your mind, you bend the fabric of reality to your will to create a small group of creatures whose sole purpose is to relentlessly hunt down and slay the target. Choose one of the following options for the group of creatures to manifest as:
Unseen Undead. Summon 8 Wights. Once per day, each Wight can become invisible AND gain the effects of Nondetection for 1 hour.
A clandestine mob of undead. While not unintelligent, they are capable of rudimentary coordination.
Paladin Posse. Summon 5 Paladins (11th Level).
STR: 20 (+5) DEX: 16 (+3) CON: 14 (+2) INT: 10 (+0) WIS: 12 (+1) CHA: 18 (+4)
Maximum Hitpoints: 92
A tactical jock squad with holy resolve. Capable of commandeering local religious resources and moderate planning.
Bumbling Barbarians. Summon 7 Barbarians (7th Level).
STR: 20 (+5) DEX: 16 (+3) CON: 20 (+5) INT: 9 (-1) WIS: 14 (+2) CHA: 12 (+1)
Maximum Hitpoints: 89
A roving band of hollering hooligans. Capable of rudimentary coordination, while excellent at bar crawling in the target's direction.
Wiley Wizards. Summon 4 Wizards (13th Level).
STR: 9 (-1) DEX: 18 (+4) CON: 16 (+3) INT: 20 (+5) WIS: 16 (+3) CHA: 12 (+1)
Maximum Hitpoints: 93
Select known spells according to the normal level up process.
For Wizards Only: Alternatively, if the caster is a wizard, the summons all know whatever spells are in your most recently used spellbook (up to 7th level). Normal preparation rules still apply, at the appropriate level.
A cunning cadre of casters. Capable of complex planning, coordination, and tactical decision-making. Capable of using libraries and similar resources to efficiently conduct research.
Roguish Racketeers. Summon 11 Rogues (5th Level).
STR: 10 (+0) DEX: 20 (+5) CON: 18 (+4) INT: 16 (+3) WIS: 14 (+2) CHA: 12 (+1)
Maximum Hitpoints: 48
A sneaky squadron of thieves and assassins. Capable of complex planning and coordination, as well as forging documents to allow for easier infiltration and surveillance.
Boisterous Bards. Summon 9 Bards (6th Level).
STR: 10 (+0) DEX: 18 (+4) CON: 16 (+3) INT: 12 (+1) WIS: 14 (+2) CHA: 20 (+5)
Maximum Hitpoints: 51
For Bards Only: Alternatively, if the caster is a bard, the summons all know the same spells as you (up to 3rd level), however normal total spell slot rules still apply.
A charming company of casanovas. Capable of moderate planning and coordination, as well as easily being able to get locals to like them and want to get in their good graces.
Dragon Duet. Summon 2 Chromatic Dragons of the same type (maximum CR of 16).
Simply two dragons. Very scary. Be weary.
When choosing an option, use the associated statblock for that creature (and assume that it has all of the items it needs to use the full extent of its statblock; e.g. a sword). Note that if the selected group is one of the classes, each creature possesses the weapons, armor, and tools that the class would be proficient in, as well as any other default starting gear (e.g. a spellbook, component pouch, or musical instrument). For spellcasters that require material components, each individual is summoned with enough components for one casting of each such spell that it knows. Each individual is summoned mechanically identical to the others in its respective group.
As long as they are on the same plane, the different groups of creatures instinctually know the general location of the target at all times, precise to a radius of 150 feet. Each creature will recognize the target on sight, and is immune to being charmed or frightened by the target. In addition to their normal abilities, each creature created by this spell also has truesight out to a range of 15 feet and will use any means available to kill the target before the duration.
As soon as you finish casting the spell, the chosen creatures magically and unobtrusively appear within 5 day's travel from the target and immediately begin stalking the target. They will not go out of their way to harm creatures other than the target, though they will not refrain from such actions should they be deemed necessary to kill the target. The caster of this spell is always able to recognize the creatures created by its effects, and cannot be harmed by them (however, the caster is not granted control of them). If any of the creatures are killed or otherwise incapacitated, their body will crumble to dust and they will reform after 1d4 days in the same manner as before, with all of their memories intact.
Every 30 days, the target can make an Intelligence saving throw against your spell save DC. On a success, the creatures will no longer innately know the general location of the target. The spell ends after 170 days have passed, OR after the target dies, OR if the target has succeeded on an Intelligence saving throw AND the creatures have not seen the target in 10 days, whichever occurs first. When the spell ends, the summoned creatures and their possessions crumble to dust. Attempting to cast this spell consecutively will end the effects of any previous castings.
* - (a crystal ball worth at least 30,000 gold and a drop of the target's blood, both of which are consumed)
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