- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of rusted metal)
- Duration: Concentration, up to 1 hour
- Classes: Druid, Warlock
You summon an aberration from beyond the Veil. The aberration appears in an unoccupied space you can see within range. The aberration is friendly to you and your allies. Roll initiative for the aberration, which has its own turns. It obeys your verbal commands (no action required). If you don't issue any, it defends itself but otherwise takes no actions.
Choose one of the following:
- 1 CR 2 aberration
- 2 CR 1 aberrations
- 4 CR 1/2 aberrations
The aberration disappears when it drops to 0 hit points or when the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the CR limit increases by 1 for each slot level above 4th.
DM's Note: The summoned aberrations are corrupted versions of beasts or elementals. Work with your player to create stat blocks or reflavor existing aberrations.