Casting Time: 1 action
Range: 90 ft
Components: V, S, M
Duration: Concentration
, up to 1 hour
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger.
Use the spell slot's level for the spell's level in the stat block.
Material Component:
a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP
Verbal Component:
Invito Aberratonem
Verbal Component (Alternative):
I summon forth an abnormal creation; A vile beast, a most foul aberration.
Aberrant Spirit
Medium aberration, neutral
Armor Class 11 + the spell’s level
Hit Points 40 + 10 for each spell level above 4
Speed 30 ft.; Fly 30 ft. (hover; Beholderkin only)
Str
16 (+3)
Dex
10 (0)
Con
15 (+2)
Int
16 (+3)
Wis
10 (0)
Cha
6 (-2)
Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech, understands the languages you know
Challenge None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration (Slaad Only). The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Whispering Aura (Mind Flayer Only). At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition.
Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit.
Failure: 2d6 Psychic damage.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Claw (Slaad Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.
Eye Ray (Beholderkin Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 ft.
Hit: 1d8 + 3 + the spell's level Psychic damage.
Psychic Slam (Mind Flayer Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft.
Hit: 1d8 + 3 + the spell's level Psychic damage.
Classes: Warlock, Wizard, Rogue
Tags: Summoning
Source: Player's Handbook (2024) (page 322)
View Summon Aberration Spell Card
(New Window? )
Return to Previous Page
Spell FAQs
There are currenly no frequently asked questions about this spell. If you have a question, or need to know how the spell functions in the game (especially in relation to other spells, creatures and magic items),
send us a message.
Submit a FAQ
Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Summoning in Sigil
From Planescape Adventures in the Multiverse, Sigil and the Outlands, "With the exception of permanent teleportation circles, the Lady of Pain prevents spells and other powers from allowing anything to enter the City of Doors. That means creatures and objects from outside in the multiverse can't be summoned or conjured into Sigil by any means. Summoning abilities a character might have, such as the conjure elemental spell or a class feature that summons a companion, still function as normal with these features calling only creatures that exist somewhere within Sigil itself."
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).