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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +7 to hit, Range 30ft.
Hit. 15 (1d8+7) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +7 to hit, Reach 5ft.
Hit. 16 (1d10+7) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +7 to hit, Reach 5ft.
Hit. 14 (1d10+7) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +8 to hit, Range 30ft.
Hit. 16 (1d8+8) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +8 to hit, Reach 5ft.
Hit. 17 (1d10+8) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +8 to hit, Reach 5ft.
Hit. 15 (1d10+8) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +9 to hit, Range 30ft.
Hit. 17 (1d8+9) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +9 to hit, Reach 5ft.
Hit. 18 (1d10+9) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +9 to hit, Reach 5ft.
Hit. 16 (1d10+9) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +10 to hit, Range 30ft.
Hit. 8 (1d8+10) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +10 to hit, Reach 5ft.
Hit. 9 (1d10+10) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +10 to hit, Reach 5ft.
Hit. 7 (1d10+10) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +11 to hit, Range 30ft.
Hit. 8 (1d8+11) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +11 to hit, Reach 5ft.
Hit. 9 (1d10+11) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +11 to hit, Reach 5ft.
Hit. 7 (1d10+11) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +12 to hit, Range 30ft.
Hit. 8 (1d8+12) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +12 to hit, Reach 5ft.
Hit. 9 (1d10+12) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +12 to hit, Reach 5ft.
Hit. 7 (1d10+12) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +7 to hit, Range 30ft.
Hit. 8 (1d8+7) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +7 to hit, Reach 5ft.
Hit. 9 (1d10+7) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +7 to hit, Reach 5ft.
Hit. 7 (1d10+7) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +8 to hit, Range 30ft.
Hit. 8 (1d8+8) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +8 to hit, Reach 5ft.
Hit. 9 (1d10+8) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +8 to hit, Reach 5ft.
Hit. 7 (1d10+8) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +9 to hit, Range 30ft.
Hit. 8 (1d8+9) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +9 to hit, Reach 5ft.
Hit. 9 (1d10+9) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +9 to hit, Reach 5ft.
Hit. 7 (1d10+9) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +10 to hit, Range 30ft.
Hit. 8 (1d8+10) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +10 to hit, Reach 5ft.
Hit. 9 (1d10+10) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +10 to hit, Reach 5ft.
Hit. 7 (1d10+10) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +11 to hit, Range 30ft.
Hit. 8 (1d8+11) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +11 to hit, Reach 5ft.
Hit. 9 (1d10+11) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +11 to hit, Reach 5ft.
Hit. 7 (1d10+11) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +12 to hit, Range 30ft.
Hit. 8 (1d8+12) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +12 to hit, Reach 5ft.
Hit. 9 (1d10+12) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +12 to hit, Reach 5ft.
Hit. 7 (1d10+12) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +7 to hit, Range 30ft.
Hit. 8 (1d8+7) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +7 to hit, Reach 5ft.
Hit. 9 (1d10+7) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +7 to hit, Reach 5ft.
Hit. 7 (1d10+7) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +8 to hit, Range 30ft.
Hit. 8 (1d8+8) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +8 to hit, Reach 5ft.
Hit. 9 (1d10+8) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +8 to hit, Reach 5ft.
Hit. 7 (1d10+8) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +9 to hit, Range 30ft.
Hit. 8 (1d8+9) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +9 to hit, Reach 5ft.
Hit. 9 (1d10+9) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +9 to hit, Reach 5ft.
Hit. 7 (1d10+9) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +10 to hit, Range 30ft.
Hit. 8 (1d8+10) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +10 to hit, Reach 5ft.
Hit. 9 (1d10+10) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +10 to hit, Reach 5ft.
Hit. 7 (1d10+10) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +11 to hit, Range 30ft.
Hit. 8 (1d8+11) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +11 to hit, Reach 5ft.
Hit. 9 (1d10+11) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +11 to hit, Reach 5ft.
Hit. 7 (1d10+11) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +12 to hit, Range 30ft.
Hit. 8 (1d8+12) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +12 to hit, Reach 5ft.
Hit. 9 (1d10+12) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +12 to hit, Reach 5ft.
Hit. 7 (1d10+12) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +7 to hit, Range 30ft.
Hit. 8 (1d8+7) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +7 to hit, Reach 5ft.
Hit. 9 (1d10+7) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +7 to hit, Reach 5ft.
Hit. 7 (1d10+7) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +8 to hit, Range 30ft.
Hit. 8 (1d8+8) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +8 to hit, Reach 5ft.
Hit. 9 (1d10+8) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +8 to hit, Reach 5ft.
Hit. 7 (1d10+8) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +9 to hit, Range 30ft.
Hit. 8 (1d8+9) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +9 to hit, Reach 5ft.
Hit. 9 (1d10+9) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +9 to hit, Reach 5ft.
Hit. 7 (1d10+9) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +10 to hit, Range 30ft.
Hit. 8 (1d8+10) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +10 to hit, Reach 5ft.
Hit. 9 (1d10+10) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +10 to hit, Reach 5ft.
Hit. 7 (1d10+10) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +11 to hit, Range 30ft.
Hit. 8 (1d8+11) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +11 to hit, Reach 5ft.
Hit. 9 (1d10+11) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +11 to hit, Reach 5ft.
Hit. 7 (1d10+11) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +12 to hit, Range 30ft.
Hit. 8 (1d8+12) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +12 to hit, Reach 5ft.
Hit. 9 (1d10+12) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +12 to hit, Reach 5ft.
Hit. 7 (1d10+12) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +7 to hit, Range 30ft.
Hit. 8 (1d8+7) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +7 to hit, Reach 5ft.
Hit. 9 (1d10+7) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +7 to hit, Reach 5ft.
Hit. 7 (1d10+7) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 2 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +8 to hit, Range 30ft.
Hit. 8 (1d8+8) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +8 to hit, Reach 5ft.
Hit. 9 (1d10+8) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +8 to hit, Reach 5ft.
Hit. 7 (1d10+8) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +9 to hit, Range 30ft.
Hit. 8 (1d8+9) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +9 to hit, Reach 5ft.
Hit. 9 (1d10+9) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +9 to hit, Reach 5ft.
Hit. 7 (1d10+9) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 3 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +10 to hit, Range 30ft.
Hit. 8 (1d8+10) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +10 to hit, Reach 5ft.
Hit. 9 (1d10+10) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +10 to hit, Reach 5ft.
Hit. 7 (1d10+10) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +11 to hit, Range 30ft.
Hit. 8 (1d8+11) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +11 to hit, Reach 5ft.
Hit. 9 (1d10+11) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +11 to hit, Reach 5ft.
Hit. 7 (1d10+11) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.
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.
Multiattack. The abberation makes 4 Attacks.
Eye Ray (Beholderkin Only) Ranged Spell Attack. +12 to hit, Range 30ft.
Hit. 8 (1d8+12) Psychic damage.
Claws (Slaadi Only) Melee Weapon Attack. +12 to hit, Reach 5ft.
Hit. 9 (1d10+12) Slashing damage. If the target is a creature, it can't regain hitpoints until the start of the aberration's next turn.
Psychic Slam (Star Spawn Only) Melee Spell Attack. +12 to hit, Reach 5ft.
Hit. 7 (1d10+12) Psychic damage.
When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, 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.