Summon Aberration: Behold!
Spell Level: 4
School: Conjuration
Casting Time: 1 action
Range: 90 feet
Duration: Concentration, up to 1 hour
Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp)
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits 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 companions. In combat, the creature 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 take the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block.
Aberrant Spirit
Medium aberration
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 40 + 10 for each spell level above 4th
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 speak
Challenge: —
Proficiency Bonus: equals your bonus
Regeneration (Slaad Only). The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura (Star Spawn Only). At the start of each of the aberration’s turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn’t incapacitated.
Actions
Multiattack. The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Claws (Slaad Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage. If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Eye Ray (Beholderkin Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage.
Psychic Slam (Star Spawn Only). Melee Spell Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level psychic damage
Review by Sam West, Twitter: @CrierKobold
Tasha’s Cauldron of Everything introduced a new way to handle summoning magic that looks like it’ll be the new way D&D handles summoned monsters. This is one of, if not THE best quality of life update it opened up. Each varies in spell level from 2nd to 6th level, but all of them share a common mechanic that makes them feel streamlined and easy to use while maintaining a bit of the flexibility the original conjure spells like Conjure Minor Elementals had. Because you’re getting just one, and it requires your concentration, immediately a lot of the problems bulk low CR summoning magic created vanishes. Instead, each offers you a unique set of tools you can somewhat tailor by situation that reflects the strength of the summoned creature type. If you love casting and using your spirit friend, the up-casting benefits scale pretty well, can be major threats even in the upper tiers. If you’re just curious as to if they’re powerful or useful, the answer, regardless of summon, is absolutely. Some more than others based on their spell level, but you will consistently find they open up new ways to navigate encounters in a big way.
Summon Aberration specifically offers you a tool to get an iconic D&D monster as an ally, and two other lesser known entities helping you from the horrific worlds beyond. Your three options are Beholderkin, Slaad, or Star Spawn, each bringing their own edge to the fight.
Beholderkin I think is the weakest of the three, but can be a fine option to take. You’re getting a 30 ft. hover fly speed and two 1d8+7ish eye ray attacks at an 150 ft. range for the 4th level slot, which scales up to three and four with 6th and 8th level slots. All three are going to be making multiple attacks; a beholderkin’s major advantage is its range, and that if you’re a small creature you can ride on it to take advantage of its hover speed which is pretty nifty.
Slaads can leverage their hit points better than any of the other options, as they have regeneration. This alone makes them notable against most of the other summon spells; a slaad will go back to full HP between fights with ease, and can represent a lot of damage taken when used tactically. Their claw attack turning of healing for a turn is nifty, but ultimately not going to be that impactful for most fights. Occasionally you’ll need it against a troll overlord or some band of furious slaad, and in those fights it’ll be a big deal (especially with multi-attack), but that’s the reason you pick slaad. You pick slaad when you want the regeneration.
Finally, star spawns get whispering aura and a melee weapon attack, psychic slam. Whispering aura is a 2d6 wisdom save against all creatures within 5 feet of it every turn. This, compiled with the two 1d8+7 slam attacks, does a good chunk of damage, but isn’t usually going to be the most efficient way to deal area damage. It runs into the issue where you’ll want it hitting as many creatures as possible, but those creatures don’t want to get hit, meaning they’re likely going to shred it down quickly. Still, that may end up being two rounds of saves, four attacks, and a bunch of attack rolls eaten for a 4th level slot, which is still excellent. At its best, you can be pumping out 8d6 or more damage each round with the aura, and 2d8+14 damage with the slam, which is exceptional for the slot. You’ll consider this option against specific groups of enemies with low hp in large numbers, and in those fights, it can thrive.
Summon Aberration is par for the course when it comes to the summoning spells. It opens up regeneration to your summoned companion, which is a huge deal, but otherwise is fairly standard in what it does. Psychic immunity is fine, I guess, and summoning a being potentially more intelligent than literally anyone else in the party can open up some amazing roleplay moments. I really like this on wizards; warlocks don’t love spending their 5th level pact magic on this effect, but the scaling is enough even without the third attack you get for a 6th level slot you can probably justify it. Give it a whirl if you like cosmic horror nonsense or are a beholder superfan.
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