Level
3rd
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call forth a wandering spirit of a ancient monk. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Monk Spirit stat block. When you cast the spell, choose a subclass: Open Hand, Four Elements, or Shadow. The creature resembles a ghostly humanoid in robes. 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 3rd level or higher, use the higher level wherever the spell’s level appears in the stat block.

Monk Spirit

Armor Class 12 + the level of the spell (natural armor)

Hit Points 30 + 10 for each spell level above 3rd

Speed 50 ft.

STR
11 (+0)
DEX
18 (+4)
CON
13 (+1)
INT
10 (+0)
WIS
16 (+3)
CHA
(−1)

Senses darkvision 60 ft., passive Perception 13

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Unarmed Technique (Open Hand Only). When the monk hits a creature with an unarmed strike it must succeed on a Dexterity saving throw against your spell DC or be knocked prone.

Push (Four Elements Only). When the monk hits with an Elemental Strike it can move the target 10 ft horizontally in a direction of their choice.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down).

Unarmed Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level bludgeoning damage.

Elemental Strike (Four Elements Only). Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d8 + 4 + the spell’s level fire, cold or lightning damage.

Bonus Actions

Fleet (Open Hand Only). The monk takes the Disengage action.

Shadow Step (Shadow Only). While in dim light or darkness the monk magically teleports up to 60 ft, when the monk reappears it fills a 5ft cube that it occupies with magical darkness, which lasts until the end of its next turn.

* - (a gilded book of philosophy or silk robes worth at least 200 gp)

Spell Tags: Summoning

Available For: Cleric (Legacy) Druid (Legacy)

Agilemind

Comments

Posts Quoted:
Reply
Clear All Quotes