You summon entities from the Far Realm that take the form of abberations and monstrosities and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
- One creature of challenge rating 2 or lower from the list below
- Two creatures of challenge rating 1 or lower from the list below
- Four creatures of challenge rating 1/2 or lower from the list below
- Eight creatures of challenge rating 1/4 or lower from the list below
Each beast is also considered an aberration, and it disappears when it drops to 0 hit points or when the spell ends.
The summoned creatures are friendly to you and not hostile to your companions. Roll initiative for the summoned creatures as a group, 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 defend themselves from hostile creatures, but otherwise take no actions.
If the spell is terminated before the maximum duration has expired (1 hour), either by choice or a failed concentration check, there is a 1 in 20 chance (a 1 on a d20) that the creatures will persist. Any remaining creatures will persist until reduced to 0 hit points or 1 hour has passed from the original casting of the spell. All summoned abberant spirits immediately become hostile, to all creatures, including the party and the caster. The caster of the spell can attempt to dispel them by re-casting the original spell, the effect of which will be to unsummon the creatures as opposed to summoning more.
At Higher Levels. When you cast this spell using certain 5th level spell slots, you choose one of the summoning options above, and twice as many creatures appear.
Available Creatures
| CR | Creature Name |
| 0 | |
| 1/8 | Neogi Hatchling |
| 1/4 | Star Spawn Grue, Ixitxachitl, The Wretched |
| 1/2 | Gazer |
| 1 | Choker |
| 2 | Gibbering Mouther, Nothic |
Previous Versions
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11/4/2020 3:55:36 PM
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Coming Soon
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