You summon an aberrant creature of challenge rating 7 or lower, or an aberrant spirit that takes the form of a beast of challenge rating 7 or lower. It appears in an unoccupied space that you can see within range. The aberrant creature disappears when it drops to 0 hit points or when the spell ends.
The aberrant creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the aberrant creature, it defends itself from hostile creatures but otherwise takes no actions.
If your concentration is broken, the aberrant creature doesn't disappear. Instead, you lose control of the aberrant creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled aberrant creature can't be dismissed by you, and it disappears 1 hour after you summoned it.
The GM has the aberrant creature's statistics. Some sample creatures are listed below.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the challenge rating increases by 1 for each slot level above 7th.
Sample Creatures