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Bestial Spirit

Small beast, —
Armor Class 11 + the level of the spell
Hit Points 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd
Speed 30 ft.; climb 30 ft. (Land only); fly 60 ft. (Air only); swim 30 ft. (Water only)

STR
18 (4) DEX
11 (0) CON
16 (3) INT
4 (-3) WIS
14 (2) CHA
5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a
creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Water Breathing (Water Only). The beast can breathe only underwater.

Actions

Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded
down).
Maul. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target. Hit:
(1d8+4) piercing damage. +the spell's level
Fey Spirit
Small fey, —
Armor Class 12 + the level of the spell
Hit Points 30 + 10 for each spell level above 3rd
Speed 40 ft.

STR
13 (1) DEX
16 (3) CON
14 (2) INT
14 (2) WIS
11 (0) CHA
16 (3)
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 10
Languages Sylvan, understands the languages you speak
Challenge
Fey Step. (Bonus Action) The fey magically teleports up to 30 feet to an unoccupied space it
can see. Then one of the following effects occurs, based on the fey’s chosen mood: Fuming.
The fey has advantage on the next attack roll it makes before the end of this turn. Mirthful.
The fey can force one creature it can see within 10 feet of it to make a Wisdom saving
throw against your spell save DC. Unless the save succeeds, the target is charmed by you
and the fey for 1 minute or until the target takes any damage. Tricksy. The fey can fill a 5-
foot cube within 5 feet of it with magical darkness, which lasts until the end of its next
turn.

Actions

Multiattack. The fey makes a number of attacks equal to half this spell’s level (rounded
down).
Shortsword. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one
target. Hit: (1d6+3) piercing damage plus (1d6)force damage. +the spell's level
Shadow Spirit
Medium monstrosity, —
Armor Class 11 + the level of the spell
Hit Points 35 + 15 for each spell level above 3rd
Speed 40 ft.

STR
13 (1) DEX
16 (3) CON
15 (2) INT
4 (-3) WIS
10 (0) CHA
16 (3)
Damage Resistance necrotic
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge
Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened
creatures.
Weight of Sorrow (Despair Only). Any creature, other than you, that starts its turn within 5
feet of the spirit has its speed reduced by 20 feet until the start of that creature’s next turn.
Shadow Stealth (Fear Only). (Bonus Action) While in dim light or darkness, the spirit takes
the Hide action.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded
down).
Chilling Rend. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one
target. Hit: (1d12+3) cold damage. +the spell's level
Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must
succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit
for 1 minute. The frightened creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success.
Undead Spirit
Medium undead, —
Armor Class 11 + the level of the spell
Hit Points 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level
above 3rd
Speed 30 ft.; fly 40 ft. (hover) (Ghostly only)

STR
12 (1) DEX
16 (3) CON
15 (2) INT
4 (-3) WIS
10 (0) CHA
9 (-1)
Damage Immunities necrotic, poison
Condition Immunities exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge
Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet
of the spirit must succeed on a Constitution saving throw against your spell save DC or be
poisoned until the start of its next turn.
Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and
objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to
the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded
down).
Deathly Touch (Ghostly Only). Melee Weapon Attack: +your spell attack modifier to hit,
reach 5 ft., one target. Hit: (1d8+3) necrotic damage. +the spell's level. The creature must
succeed on a Wisdom saving throw against your spell save DC or be frightened of the
undead until the end of the target’s next turn.
Grave Bolt (Skeletal Only). Ranged Spell Attack: +your spell attack modifier to hit, reach
150 ft., one target. Hit: (2d4+3) necrotic damage. +the spell's level
Rotting Claw (Putrid Only). Melee Weapon Attack: +your spell attack modifier to hit, reach
5 ft., one target. Hit: (1d6+3) slashing damage. +the spell's level. If the target is poisoned,
it must succeed on a Constitution saving throw against your spell save DC or be paralyzed
until the end of its next turn.
Aberrant Spirit
Medium aberration, —
Armor Class 11 + the level of the spell
Hit Points 40 + 10 for each spell level above 4th
Speed 30 ft.; fly 30 ft. (hover) (Beholderkin only)

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 you speak
Challenge
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 5 feet 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 aberration 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 5 ft.,
one target. Hit: (1d10+3) slashing damage. +the spell's level. 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, reach
150 ft., one creature. Hit: (1d8+3) psychic damage. +the spell's level
Psychic Slam (Star Spawn Only). Melee Spell Attack: +your spell attack modifier to hit,
reach 5 ft., one creature. Hit: (1d8+3) psychic damage. +the spell's level
Construct Spirit
Medium construct, —
Armor Class 13 + the level of the spell (natural armor)
Hit Points 40 + 15 for each spell level above 3rd
Speed 30 ft.

STR

18 (4) DEX

10 (0) CON

18 (4) INT

14 (2) WIS

11 (0) CHA
5 (-3)
Damage Resistance poison
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed,
petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge
Heated Body (Metal Only). A creature that touches the construct or hits it with a melee
attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy (Stone Only). When a creature the construct can see starts its turn
within 10 feet of the construct, the construct can force it to make a Wisdom saving throw
against your spell save DC. On a failed save, the target can’t use reactions and its speed is
halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell’s level
(rounded down).
Slam. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target.
Hit: (1d8+4) bludgeoning damage. +the spell's level

Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack
against a random creature within 5 feet of it. If no creature is within reach, the construct
moves up to half its speed toward an enemy it can see, without provoking opportunity
attacks.
Elemental Spirit
Medium elemental, —
Armor Class 11 + the level of the spell
Hit Points 50 + 10 for each spell level above 4th
Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water
only)

STR

18 (4) DEX

15 (2) CON

17 (3) INT

4 (-3) WIS

10 (0) CHA
16 (3)
Damage Resistance acid (Water only); lightning and thunder (Air only); piercing and
slashing (Earth only)
Damage Immunities poison; fire (Fire only)
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Primordial, understands the languages you speak
Challenge
Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space
as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell’s level
(rounded down).
Slam. Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft., one target.
Hit: (1d10+4) bludgeoning (Air, Earth, and Water only) or fire (Fire only) damage. +the
spell's level
Celestial Spirit
Large celestial, —
Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
Hit Points 40 + 10 for each spell level above 5th
Speed 30 ft., fly 40 ft.

STR

18 (4) DEX

11 (0) CON

16 (3) INT

4 (-3) WIS

14 (2) CHA
5 (-3)
Damage Resistance radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, understands the languages you speak
Challenge

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell’s level
(rounded down).
Radiant Bow (Avenger Only). Ranged Weapon Attack: +your spell attack modifier to
hit, reach 150/600 ft., one target. Hit: (2d6+2) radiant damage. +the spell's level
Radiant Mace (Defender Only). Melee Weapon Attack: +your spell attack modifier to
hit, reach 5 ft. , one target. Hit: (1d10+3) radiant damage. +the spell's level. The celestial
can choose itself or another creature it can see within 10 feet of the target. The chosen
creature gains 1d10 temporary hit points.
Healing Touch (1/Day). The celestial touches another creature. The target magically
regains hit points equal to 2d8 + the spell’s level.
Fiendish Spirit
Large fiend, —
Armor Class 12 + the level of the spell
Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell
level above 6th
Speed 40 ft.; climb 40 ft. (Demon only); fly 60 ft. (Devil only)

STR
13 (1) DEX
16 (3) CON
15 (2) INT
10 (0) WIS
10 (0) CHA
16 (3)
Damage Resistance fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge
Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the
fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw
against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed
save, or half as much damage on a successful one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other
magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell’s level (rounded
down).
Bite (Demon Only). Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft.,
one target. Hit: (1d12+3) necrotic damage. +the spell's level
Claws (Yugoloth Only). Melee Weapon Attack: +your spell attack modifier to hit, reach 5 ft.
, one target. Hit: (1d8+3) slashing damage. +the spell's level. Immediately after the attack
hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can
see.
Hurl Flame (Devil Only). Ranged Spell Attack: +your spell attack modifier to hit, reach 150
ft., one target. Hit: (2d6+3) fire damage. +the spell's level. If the target is a flammable
object that isn’t being worn or carried, it also catches fire.

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