You call forth from his prison? An aspect of Merlin, Grand Caster and Arch Mage of Camelot from his tower in the Garden of Avalon, manifesting as a corporeal form in a flurry of Amaryllis and Water Lilies in an unoccupied space that you can see within range. Merlin disappears when he drops to 0 hit points or when the spell ends.
Merlin is an ally to you and your companions. In combat, he shares your initiative count, but he takes his turn immediately after yours. It obeys your verbal and telepathic commands (no action required by you). If you don’t issue any, he takes his own actions in accordance to his summoner's wishes.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Medium Spirit
Armor Class 11 + the level of the spell (natural armor)
Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft. hover 40ft
Damage Resistances Necrotic
Condition Immunities charmed, exhaustion frightened
Saving throws Int +12, Wis +9, adv on con saves to maintain concentration
Skills arcana +17, insight +9, investigation +12, perception +9
Senses darkvision 60 ft., passive Perception 18
Languages Celestial, Sylvan, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Actions
Multi-action. Merlin makes 1 action a turn (whether a spell or another action) and precise commands for undead under the control of summoner (including weapon actions).
Flower Flurry. Special Ranged Spell Attack: your spell attack modifier to hit, range 90/120 ft., one target. Hit: 1d10 + 7 force damage.
Healing Petals: Recharge(6). Merlin targets a friendly undead creature within 30 ft. The target magically regains hit points equal to 2d8 + ability modifier.
Spellcasting
Merlin can cast spells using his own modifiers, can use slots of higher level to upcast, but spell does not gain the benefit of an upcast, has access to the same spell slots as summoner.
1st level: absorb elements, catapult, expeditious retreat, feather fall, shield
2nd level: dragon's breath, earthbind, enlarge/reduce, misty step
3rd level: antagonize, enemies abound, fly, vampiric touch
4th level: confusion, fire shield, ice storm
5th level: wall of force
Reactions
Merlin can take a reaction to cast a spell or a Flower Flurry on a single target, or Influence the Weave.
Influencing the Weave. Range 30 ft. Target 1 creature and with a manipulation of the weave and pulling on its many threads, the target benefits from this, and receives a d10 for a roll it makes with this reaction.
Special Action/Traits
Unleash Noble Phantasm
Garden of Avalon. Range 60 ft. 20 ft. radius Target up to summoner's proficiency in creatures in the area that are friendly to you. They recover (including undead) 3d8 + 7 and they also gain temporary HP each turn equal to summoner's proficiency. Only available at 7th Level summon and above.
Magecraft EX Rank
Merlin with his mastery over magic can momentarily maintain his presence in the world by anchoring his aspect for a brief moment, if summoner casts at 7th level or higher, concentration requirement is removed.
If summoner loses concentration on his summon when cast below 7th, Merlin can tap into the weave to grant him a few more moments in the world. Roll a d4, he remains for that many turns after the drop in concentration.
If summoned at 7th level or higher, summoner can cast spells through Merlin, as he channels their magic through his aspect.
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