You tear a rift in reality, summoning forth twisted, otherworldly creatures to serve you. Choose an unoccupied space within range; from this space, you summon three Eldritch Minions. These minions use the Eldritch Minion stat block. They obey your verbal commands and act on your turn in the initiative order. If you don't issue any commands, they defend themselves from hostile creatures but otherwise take no actions.
Eldritch Minion
Medium Aberration, Unaligned
Armor Class: 14 (natural armor)
Hit Points: 40 5d8 + 20)
Speed: 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 12 (+1) | 18 (+4) | 5 (-3) | 10 (+0) | 6 (-2) |
Saving Throws: CON +7, STR +6
Damage Resistances: Psychic, Necrotic
Condition Immunities: Charmed, Frightened
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands the languages of its summoner but can't speak
Challenge: 3 (700 XP)
Actions:
- Multiattack. The Eldritch Minion makes two Void Claw attacks.
- Void Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage plus 4 (1d8) psychic damage.
- Void Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 9 (2d8) necrotic damage.
Bonus Actions:
- Shadow Meld. The Eldritch Minion can use a bonus action to become invisible until the start of its next turn.
Reactions:
- Eldritch Reflexes. When a creature the Eldritch Minion can see targets it with an attack, it can use its reaction to impose disadvantage on the attack roll.
The Eldritch Minions remain until they are reduced to 0 hit points or until the spell ends. When the spell ends, any remaining minions vanish.
* - (a piece of an Eldrazi crystal and a drop of your blood)
Comments