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

With the power of a great mages, you form the very magic around you into a spectral remnant, a spirit that resembles a ghostly form of you, in an unoccupied space within 30ft. You may command your spectral remnant as a bonus action. The spell ends if you lose concentration, the spectral remnant dies, or if you lose line of sight of the remnant.

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.

Spectral REMNANT

Armor Class 12

Hit Points 20 + 10 for each spell level above 3rd

Speed 40 ft (hover)

STR
9 (-1)
DEX
15(+2)
CON
9 (-1)
INT
14(+2)
WIS
18(+4)
CHA
8(-1)

Saving Throws: Con:+1 (Plus PB), Wis:+6 (Plus PB)

Senses: darkvision 60 ft, truesight 10ft (When cast at 6th level spell slot), passive Perception 12

Condition Immunities Blinded, Charmed, deafened, frightened, petrified, poisoned, prone, restrained.

Damage resistances: Bludgeoning, Slashing, Piercing, Poison

Damage immunities: Cold

Languages Understands the language of its creator

Challenge — Proficiency Bonus equals your bonus

Traits: Flyby. The spectral remnant does not provoke opportunity attacks.

Limited movement. The spectral remnant is unable to dash.

Incorporeal movement. The spectral remnant can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Glyph Caster. When the spectral remnant is summoned using a 4th level spell slot. The spectral remnants on its turn  may choose up to 1 creature within 60ft of it to put a glyph on. This glyph remains on that creature until the start of the remnants turn, the glyph has a variety of effects as stated below. (Two targets when cast at 7th level)

Actions

Multiattack. The spectral remnant makes 2 attacks on its turn, 1 necrotic flames and 1 icy claws, 2 of these attacks may be replaced by a chilling aura attack. (Goes up to 4 attacks when cast at 5th level, 2 necrotic flames and 2 icy claws)

Icy claws. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) cold damage. 

Necrotic flame. Ranged Weapon Attack: +5 to hit, range 30 ft., 1 target. Hit: 6 (2d4 + 2) necrotic damage.

Chilling Aura. Ranged Weapon Attack: DC: 15 Con save, range 15 ft radius., Hit: 12 (2d8 + 4) cold damage halved on a success (3 turn cooldown)

Glyphs

Glyph effects: Protections from fleeing. If a creature attempts to move while under the effects of the glyph, the creature must make a dex 15 saving throw or take 9(3d6) cold damage and have their movement halved. (4th Level and up only)

Protection from attacking. If a creature under the effect of the glyph attempts to attack the Spectral remnant, they will take an amount equal to half the damage they deal in psychic damage. (4th Level and up only)

Aura of chilling. If a creature not under the effects of the glyph moves within 5ft of a creature who is under the effects of the glyph, they will take 4(1d8) cold damage.
A glyph may not be placed on the same target two turns in a row. (4th Level and up only)

Spell Tags: Summoning

Available For: Wizard (Legacy)

Lizardman7

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