Attendant Aspect (5e Creature)

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Attendant Aspect[edit]

Medium celestial, any alignment (usually neutral)


Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 14 (+2)

Skills Medicine +2, Persuasion +4, Survival +2
Proficiency Bonus +2
Damage Immunities psychic
Condition Immunities paralyzed, petrified, unconscious
Senses passive Perception 10
Languages any two languages, telepathy 120 ft.
Challenge 1/4 (50 XP)


Sense Magic. The aspect senses magic within 60 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Innate Spellcasting. The aspect's spell casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights, mending, minor illusion, prestidigitation
1/day: sanctuary

ACTIONS

Decorative Scepter. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.


Dream creatures similar to guardian aspects, attendant aspects are created to serve their creators in some specific task or role. Unlike guardian aspects, the attendant aspects are far less powerful and serve more mundane (usually more peaceful) functions as skilled retainers and assistants. They serve tirelessly and loyally.
An attendant aspect resembles a headless, androgynous humanoid in plain garb. Directly above its neck hovers a tall whirlwind of impenetrable gray smoke and vapor.
Attendant aspects avoid combat but will fight if ordered to or to defend themselves.

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