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Aberrant Spirit, L4

Aberrant Spirit, L4 Medium Abberation, Casting Mod +1, Neutral Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 43 (6d8+12)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 2 (450 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L5

Aberrant Spirit, L5 Medium Abberation, Casting Mod +1, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 53 (7d8+14)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 4 (1,100 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L6

Aberrant Spirit, L6 Medium Abberation, Casting Mod +1, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 63 (9d8+18)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 5 (1,800 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L7

Aberrant Spirit, L7 Medium Abberation, Casting Mod +1, Neutral Evil CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 73 (10d8+20)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 6 (2,300 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L8

Aberrant Spirit, L8 Medium Abberation, Casting Mod +1, Neutral Evil CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 83 (11d8+22)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 8 (3,900 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L9

Aberrant Spirit, L9 Medium Abberation, Casting Mod +1, Neutral Evil CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 93 (13d8+26)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L4

Aberrant Spirit, L4 Medium Abberation, Casting Mod +2, Neutral Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 44 (6d8+12)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 2 (450 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L5

Aberrant Spirit, L5 Medium Abberation, Casting Mod +2, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 54 (7d8+14)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 4 (1,100 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L6

Aberrant Spirit, L6 Medium Abberation, Casting Mod +2, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 64 (9d8+18)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 5 (1,800 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L7

Aberrant Spirit, L7 Medium Abberation, Casting Mod +2, Neutral Evil CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 74 (10d8+20)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 6 (2,300 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L8

Aberrant Spirit, L8 Medium Abberation, Casting Mod +2, Neutral Evil CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 84 (12d8+24)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 8 (3,900 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L9

Aberrant Spirit, L9 Medium Abberation, Casting Mod +2, Neutral Evil CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 94 (13d8+26)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L4

Aberrant Spirit, L4 Medium Abberation, Casting Mod +3, Neutral Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 45 (6d8+12)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 2 (450 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L5

Aberrant Spirit, L5 Medium Abberation, Casting Mod +3, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 55 (7d8+14)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 4 (1,100 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L6

Aberrant Spirit, L6 Medium Abberation, Casting Mod +3, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 65 (9d8+18)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 5 (1,800 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L7

Aberrant Spirit, L7 Medium Abberation, Casting Mod +3, Neutral Evil CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 75 (10d8+20)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 6 (2,300 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L8

Aberrant Spirit, L8 Medium Abberation, Casting Mod +3, Neutral Evil CR 8 3,900 xp

  • Armor class 19 (Natural)
  • Hit points 85 (12d8+24)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 8 (3,900 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L9

Aberrant Spirit, L9 Medium Abberation, Casting Mod +3, Neutral Evil CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 95 (13d8+26)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L4

Aberrant Spirit, L4 Medium Abberation, Casting Mod +4, Neutral Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 46 (6d8+12)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 2 (450 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L5

Aberrant Spirit, L5 Medium Abberation, Casting Mod +4, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 56 (8d8+16)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 4 (1,100 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L6

Aberrant Spirit, L6 Medium Abberation, Casting Mod +4, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 66 (9d8+18)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 5 (1,800 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L7

Aberrant Spirit, L7 Medium Abberation, Casting Mod +4, Neutral Evil CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 76 (10d8+20)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 6 (2,300 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L8

Aberrant Spirit, L8 Medium Abberation, Casting Mod +4, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 86 (12d8+24)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L9

Aberrant Spirit, L9 Medium Abberation, Casting Mod +4, Neutral Evil CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 96 (13d8+26)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L4

Aberrant Spirit, L4 Medium Abberation, Casting Mod +5, Neutral Evil CR 2 450 xp

  • Armor class 15 (Natural)
  • Hit points 47 (6d8+12)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 2 (450 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L5

Aberrant Spirit, L5 Medium Abberation, Casting Mod +5, Neutral Evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 57 (8d8+16)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 4 (1,100 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L6

Aberrant Spirit, L6 Medium Abberation, Casting Mod +5, Neutral Evil CR 5 1,800 xp

  • Armor class 17 (Natural)
  • Hit points 67 (9d8+18)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 5 (1,800 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L7

Aberrant Spirit, L7 Medium Abberation, Casting Mod +5, Neutral Evil CR 6 2,300 xp

  • Armor class 18 (Natural)
  • Hit points 77 (11d8+22)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 6 (2,300 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L8

Aberrant Spirit, L8 Medium Abberation, Casting Mod +5, Neutral Evil CR 9 5,000 xp

  • Armor class 19 (Natural)
  • Hit points 87 (12d8+24)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.

Aberrant Spirit, L9

Aberrant Spirit, L9 Medium Abberation, Casting Mod +5, Neutral Evil CR 9 5,000 xp

  • Armor class 20 (Natural)
  • Hit points 97 (13d8+26)
  • Speed 30 ft., Beholderkin: Hover 30ft.
  • STR16 (+3)
  • DEX10 (0)
  • CON15 (+2)
  • INT16 (+3)
  • WIS10 (0)
  • CHA6 (-2)

Damage Immunities:Psychic

Senses:Darkvision 120ft., Passive Perception 10

Languages:Deep Speech, Caster's Languages

Challenge: CR 9 (5,000 xp)


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 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.

Legendary Actions

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.