Summon Aberration

Source: Player's Handbook (2024)
4th level Conjuration

Aberrant Spirit
Medium aberration
Armor Class: (natural armor)
Hit Points:
Speed: 30 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2)
Damage Immunities: psychic
Senses: darkvision 60 ft., passive Perception 10
Languages: Deep Speech, understands the languages you speak
Challenge:
Proficiency Bonus: equals your bonus
Regeneration. The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura. At the start of each of the spirit’s turns, the spirit emits psionic energy if it doesn’t have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.
Actions
Multiattack. The aberration makes attacks.
Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray. Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + psychic damage.
Psychic Slam. Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + psychic damage
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