Illusoid (5e Spell)
From D&D Wiki
|Casting time:||1 action|
You create an image of an object, a creature, or some other visible phenomenon that is no larger than a 30-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. The illusoid is "smarter" than other illusions, able to react naturally to the enivronment and various phenomena, simulate movement, and so on, on its own with no action required on your end. Creatures you simulate with an illusoid act with an intelligence that does not exceed yours, carry on conversations in languages you are familiar with, and are able to convincingly respond to stimulae as well as any real being can, although their knowledge and memories are limited by your own.
Unlike other illusions, an illusoid has a physical, very real material presence, and as such can inflict real damage to creatures and objects. You can create the following effects:
Attacks from illusory creatures, weapons, and objects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 bludgeoning, piercing, or slashing damage (your choice) and 5d8 psychic damage on a failed save.
Illusory bridges, walls, and similar structures. Objects you create can support the weight of creatures, block travel, etc. as well as the real thing can. Creatures that can tell it's an illusion can pass through with difficulty, expending 4 feet of movement to move through 1 foot of the "solid" object.
Elemental Effects. Creatures you choose within the area must make a Dexterity saving throw, taking 5d8 acid, cold, fire, lightning, or thunder damage (your choice) and 5d8 psychic damage on a failed save.
Terrifying Things. Creatures you choose within the area must make a Wisdom saving throw or be frightened by the illusoid. A creature can repeat the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
Sickening Smells. Creatures you choose within the area must make a Constitution saving throw or be incapacitated by the stench. A creature can repeat the Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
Physical interaction with the illusoid does not reveal it to be an illusion, because it is partly real. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusoid for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. A creature that can tell an illusoid is fake is immune to psychic damage from an illusoid.