Summon Aberration

4th-Level Conjuration
Casting Time: 1 action
Range: 90 feet
Components: VSM($) (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)
Duration: (C) 1 hour

Target. An unoccupied space that you can see within range.
Effect. You call forth an aberrant spirit. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose the creature's form: Beholderkin, Illithid, Slaad, or Star Spawn. The spirit resembles an aberration of that kind, which determines the Aberrant Spirit stat block it uses. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but 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 Move to avoid danger.
At Higher Levels. Use the higher level wherever the spell's level appears in the stat block.

Beholderkin Aberrant Spirit

Medium Aberration, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 30 ft., fly 30 ft. (hover)

STRDEXCONINTWISCHA
10 (+0)14 (+2)18 (+4)17 (+3)15 (+2)17 (+3)

Skills Perception +2 + (2 x PB)
Damage Immunities psychic
Condition Immunities Prone
Senses darkvision 60 ft., passive Perception 12 + (2 x PB)
Languages Deep Speech, understands the languages you speak

Actions

Multiattack. The aberration makes a number of attacks equal to one third of this spell's level (rounded up).

Eye Ray. Ranged Spell Attack: +Spell Attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + Spell Level force damage. The aberration can spend a flourish to inflict a condition on the target. The creature must make a DC Caster Spell Save DC Wisdom saving throw or become Charmed, Frightened, or Slowed until the end of your next turn.

Illithid Aberrant Spirit

Medium Aberration, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 30 ft.

STRDEXCONINTWISCHA
11 (+0)12 (+1)12 (+1)17 (+3)17 (+3)17 (+3)

Skills Arcana +3 + PB, Insight +3 + PB, Perception +3 + PB
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 13 + PB
Languages Deep Speech, understands the languages you speak, telepathy 120 ft.

Traits

Extract Brain. The aberration has Advantage on attacks against creatures it is Grappling, and may use its Intelligence and Arcana to determine its grapple DC. If it inflicts a critical hit against a creature it is Grappling, it can try to extract its brain. The creature must make a DC Caster Spell Save DC Intelligence saving throw or take maximum damage and be Stunned until the end of your next turn.

Actions

Multiattack. The aberration makes a number of attacks equal to one third of this spell's level (rounded up).

Tentacles. Melee Spell Attack: +Spell Attack modifier to hit, reach 5 ft., one creature. Hit: 1d10 + 3 + Spell Level psychic damage. If the target is Medium or smaller, the aberration may Grapple it. Until this Grapple ends, the aberration can't use its Tentacles on another target.

Slaad Aberrant Spirit

Medium Aberration, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft.

STRDEXCONINTWISCHA
16 (+3)12 (+1)16 (+3)13 (+1)8 (-1)12 (+1)

Skills Perception +-1 + (2 x PB)
Damage Resistances acid, cold, fire, lightning, thunder
Senses darkvision 60 ft., passive Perception 9 + PB
Languages Deep Speech, understands the languages you speak, telepathy 60 ft.

Traits

Regeneration. The aberration regains hit points equal to the Spell Level at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The aberration makes a number of attacks equal to one third of this spell's level (rounded up).

Claws. Melee Weapon Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + Spell Level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.

Star Spawn Aberrant Spirit

Medium Aberration, Unaligned

Armor Class 11 + spell level (natural armor)
Hit Points 70 + 10 per upcast
Speed 40 ft.

STRDEXCONINTWISCHA
16 (+3)10 (+0)15 (+2)16 (+3)10 (+0)6 (-2)

Skills Perception +PB
Damage Immunities psychic
Senses darkvision 60 ft., passive Perception 10 + PB
Languages Deep Speech, understands the languages you speak

Traits

Whispering Aura. At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a DC Caster Spell Save DC Wisdom saving throw or take 2d6 psychic damage, provided the aberration isn't Incapacitated.

Actions

Multiattack. The aberration makes a number of attacks equal to one third of this spell's level (rounded up).

Psychic Slam. Melee Spell Attack: +Spell Attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + Spell Level bludgeoning damage plus 1d4 psychic damage.

Source: TCE 109

Changelog