Level
Cantrip
Casting Time
5 Actions Ritual
Range/Area
Self
Components
None
Duration
Concentration
School
Conjuration
Attack/Save
None
Damage/Effect

You invoke the ancient art of the Ten Shadows Technique, forming a mystical pact with a variety of shadowy entities. As you cast this spell, you establish a connection with ten distinct shikigami, each embodying a different emotion or aspect. These shadow creatures can be summoned into the material plane to aid you in various ways.

When you cast the spell, choose one of the ten available shadow creatures to summon. Each shadow creature has its unique abilities and traits based on the emotion it represents. When casting the spell you evoke one of these summons. When this spell is cast at 4th level or above you can spend an extra spell slot of equivalent level at minimum (ie a 3rd for divine dogs at least, but could spend a 4th for them too) to combine shadows. when done this way you gain both creatures abilities as well as and additional 10 hp and 10 damage(for the first hit only) for each extra spell slot spent. 

The summoned shadow creature is considered your ally and acts on your turn in combat, following your verbal commands. If no commands are given, it takes the Dodge action and maneuvers defensively.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Mahoraga's Statistics

Medium monstrosity

Armor Class: 13 +Level of the spell (natural armor)
Hit Points: 30 + 15 for each spell level above 3rd
Speed: 40 ft.

STR 16 (+3)
DEX 14 (+2)
CON 16 (+3)
INT 4 (−3)
WIS 10 (+0)
CHA 16 (+3)

Senses Darkvision 60 ft., passive Perception 10

Languages Abyssal, Infernal, telepathy 60 ft.

Damage Resistances: Necrotic

Condition Immunities poisoned

Challenge — Proficiency Bonus equals your bonus

Devil’s Sight: Magical darkness doesn’t impede summons darkvision.

Actions

Multiattack: Summon makes a number of melee weapon attacks equal to half this spell’s level (rounded down).

Curse Blows: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10+ 3 + the spell’s level necrotic damage.  

Unique Summons

Divine Dogs: The divine dogs have advantage on Wisdom (Perception/Survival) checks that rely on hearing or smell. Also gain Dreadful Howl (Action)(1/hour). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw (your DC) or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rabbit Escape: Allies within 10 feet of Rabbit Escape gain an additional 10 feet to their base movement speed. Also gains Evasive Dodge(Reaction): As a reaction when a creature makes an attack against an ally within 5 feet of Rabbit Escape, it can impose disadvantage on the attack roll, provided Rabbit Escape can see the attacker.

Toad: Enemies within 10 feet of the Swamp Toad have their movement speed halved. Also gains the ability Sticky Tongue(action): +5 to hit, reach 10 ft., one target. Hit: The target is grappled(your DC ). Until the grapple ends, the target is restrained, and the Swamp Toad can't use its tongue on another target.

4th level or higher

Nue: Gain a 60 ft flight speed and the ability-Thunderstorm Surge(Action): Nue summons a localized thunderstorm in a 20-foot radius centered on itself. Each creature in that area must make a Dexterity saving throw (your DC), taking 4d8 lightning damage on a failed save, or half as much on a successful one. The area is heavily obscured until the start of Nue's next turn.

Great Serpent: The Great Serpent can meld into shadows, gaining advantage on Dexterity (Stealth) checks, and can move through any opening large enough for a Tiny creature without squeezing. Also gains Venomous Bite(action):  +7 to hit, reach 10 ft., one target. 2d10 + 4 piercing damage plus 2d8 poison damage. The target must succeed on a  Constitution saving throw(your DC) or be poisoned until the start of its next turn.

Max Elephant: Max Elephant has resistance to bludgeoning, piercing, and slashing damage types. Also gets the Mighty Splash(action): Max Elephant performs a mighty splash with its trunk, creating a wave of water in a 20-foot cone in front of it. Each creature in that area must make a Strength saving throw(your DC) or be pushed 20 feet away from Max Elephant and knocked prone.

5th level or higher 

Piercing Ox: Piercing Ox has advantage on strength saves. Has a bonus action dash. Also has a Charge(action): If Piercing Ox moves at least 20 feet straight toward a target and then hits it with a melee attack on the same turn, the target takes an extra 3d10 force damage. If the target is a construct it auto crits.

Round Deer: When Round Deer lands a melee attack it can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points. Healing Touch (Action)(1/hour): The summon touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level.

Tiger Funeral: Allies within 10 feet of Tiger Funeral have a +1 bonus to their AC. Also gain the ability Inspiring Roar(Bonus Action): Tiger Funeral can let out an inspiring roar. Until the end of your next turn, allies within 30 feet of Tiger Funeral gain advantage on their next attack roll. 

Previous Versions

Name Date Modified Views Adds Version Actions
6/7/2024 8:21:44 PM
0
1
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Coming Soon

Available For: Sorcerer (Legacy) - Divine Soul Warlock (Legacy) - The Fiend (Legacy) Wizard (Legacy) - School of Conjuration (Legacy)

Axel5378

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