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Aberrant Spirit in Dungeons & Dragons 5e

Player's Handbook (2024)

Aberrant Spirit

Medium aberration, neutral
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
Speed: 30 ft. ft , fly: 30 ft. (hover; Beholderkin only) ft

STR

16 +3

DEX

10 +0

CON

15 +2

INT

16 +3

WIS

10 +0

CHA

6 -2

Damage Immunities: psychic
Senses:

Darkvision 60 ft.; Passive Perception 10

Languages: Deep Speech, understands the languages spoken by the caster
Proficiency Bonus: Same as summoner

Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.

Whispering Aura (Mind Flayer Only). 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 spirit makes a number of attacks equal to half this spell’s level (round down).

Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d10 + 3 + the spell’s level Slashing damage, and the target can’t regain Hit Points until the start of the spirit’s next turn.

Eye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.

Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 3 + the spell’s level Psychic damage.


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