You call forth the spirit of a giant. When you cast the spell, choose an ancestry: Fire, Frost, Hill, or Storm, which determines certain details in its stat block. It manifests in an unoccupied space that you can see within range and uses the Giant Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. 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 movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Spirit
Large Giant, Neutral
AC 14 + the spell’s level
HP 40 + 10 for each spell level above 3
Speed 40 ft., Fly 40 ft. (Storm only)
Initiative –1 (9)
Mod | Save | ||
---|---|---|---|
STR | 18 | +4 | +4 |
DEX | 8 | –1 | –1 |
CON | 18 | +4 | +4 |
Mod | Save | ||
---|---|---|---|
INT | 8 | –1 | –1 |
WIS | 16 | +3 | +3 |
CHA | 6 | –2 | –2 |
Resistances Cold (Frost only), Fire (Fire only), Lightning (Storm only)
Immunities Prone (Hill only)
Senses Darkvision 60 ft., Passive Perception 9
Languages Giant, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Flaming Club (Fire only). The spirit's attack deal an additional 1d4 Fire damage.
Creeping Frost (Cold only). When the spirit damages a creature, their Speed is reduced by 10 feet until the end of its turn.
Tumbler (Hill only). When the spirit damages a Large or smaller creature, the target is knocked Prone.
Actions
Multiattack. The spirit makes a number of Greatclub attacks equal to half this spell's level (round down).
Greatclub. Melee Attack Roll: Bonus equals your spell attack modifier, reach 10 ft. Hit: 2d8 + 4 + the spell's level Bludgeoning damage.
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