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Summon Aberration

Level4SchoolConjuration

Level 4 · Conjuration

  • Casting time: Action
  • Range: 90 feet
  • Components: V, S, M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth 400+ GP)
  • Duration: Concentration, up to 1 hour
  • Classes: Warlock, Wizard

Spell effect

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.

Using a Higher-Level Spell Slot

Use the spell slot’s level for the spell’s level in the stat block.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 321

Open the original rulebook — PDF page 321 — source PDF is not included in this player reference.