Summon Aberration

Summon Aberration
Level4th Level Casting Time1 action Range30m
AoESingle DurationConcentration, up to 1 hour
SchoolArcane ComponentsV, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
ClassesArcanist, Time Mage, Trickster

You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 HP or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it 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.

Aberrant Spirit

Medium aberration

Armour Class 11 + the level of the spell (natural armour)
HP 40 + 10 for each spell level above 4th
Speed 10m, Fly: 10m (hover) (Beholderkin only)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

Senses Darkvision 20m, passive Perception 10
Languages Deep Speech, understands the languages you speak
Damage Immunities Psychic
Challenge

Passives

Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.

Whispering Aura (Star Spawn Only). At the start of each of the aberration's turns, each creature within 2m of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 PSYCHIC damage, provided that the aberration isn't incapacitated.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 2m, one target. Hit: 1d10 + 3 + the spell's level SLASH damage. If the target is a creature, it can’t regain hit points until the start of the aberration's next turn.

Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 50m, one target. Hit: 1d8 + 3 + the spell's level PSYCHIC damage.

Psychic Slam (Star Spawn Only). Melee Weapon Attack: your spell attack modifier to hit, reach 2m, one target. Hit: 1d8 + 3 + the spell's level PSYCHIC damage.

At Higher Levels: When you cast this spell using a spell slot of 5th Level or higher, use the higher level wherever the spell's level appears in the stat block.