4th-level conjuration

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp)
Duration: Concentration, up to 1 hour

You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

Spell Lists. Sorcerer, Warlock, Wizard

Aberrant Spirit
Medium aberration, neutral evil
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: equal the aberration’s Constitution modifier + your spellcasting ability modifier + ten times the spell’s level
Speed: 30 ft., fly 30 ft. (Beholderkin only; 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
Regeneration (Slaadi Only). The aberration regains 10 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 it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 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).
Eye Ray (Beholderkin Only). Ranged Spell Attack: +3 + the spell’s level to hit, range 30 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Claws (Slaadi Only). Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Psychic Slam (Star Spawn Only). Melee Spell Attack: +3 + the spell’s level to hit, reach 5 ft., one creature. Hit: 1d6 + 3 + the spell’s level psychic damage