You reach out to lost minds of the astral plane and pull forth a spirit of addiction and chaos that takes the form of a CR 1/2 or lower humanoid.
The humanoid has advantage on strength and constitution saving throws and ability checks, and attacks made against it have disadvantage. It is immune to being charmed or frightened. The creature cannot attack or cast spells. It disappears when it drops to 0 hit points or when the spell ends.
The summoned creature is friendly to you and your companions. Roll initiative for the summoned creature, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they pester the closest hostile creature for food and coin, taking it by force.
The GM has the creatures' statistics. Sample creatures can be found below.
Sample Creatures
| CR | Creature Name |
| 0 | Commoner |
| 1/8 | bandit, cultist, guard, kobold, merfolk, noble, tribal warrior, |
| 1/4 | Aaracokra, Acolyte, bullywug, drow, goblin, grimlock, kenku, kuo-tua, troglodyte, winged kobold |
| 1/2 | gnoll, gnoll hunter, hobgoblin, jackleware, lizardfolk, orc, sahuagin, scout, svirfneblin, thug |
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