OGC:Conjure Deep Abomination (5e Spell)
This material is published under the OGL 1.0a. |
6th-level Conjuration | |
Casting time: | 1 minute |
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Range: | 60 feet |
Components: | V, S, M (one fresh eyeball per creature summoned, which the spell consumes) |
Duration: | Concentration, up to 1 hour |
You summon aberrations from the depths of the sea that appear in unoccupied spaces that you can see within range.
Choose one of the following options for what appears:
- One aberration of challenge rating 4 or lower (friendly to you but not your companions)
- One aberration of challenge rating 3 or lower (friendly to you but not your companions)
- Two aberrations of challenge rating 2 or lower (friendly to you and your companions)
- Four aberrations of challenge rating 1 or lower (friendly to you and your companions)
A summoned creature disappears when it drops to 0 hit points. If the spell ends for any other reason, the creature immediately becomes hostile to all non-aberration creatures it can see. Summoned creatures are neutral toward you and your companions unless the option you choose specifies otherwise.
Roll initiative for the summoned creatures as a group, which has its own turns. While they are friendly, they obey any verbal commands you issue to them (no action required by you). If you don’t issue commands to them, or if they are neither friendly nor hostile to you, they defend themselves from hostile creatures, but otherwise take no actions. Unfriendly or neutral deep aberrations are willing to negotiate, though their requests are typically distasteful. The GM has the creatures’ statistics.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you choose one of the summoning options above, and twice as many creatures appear.
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