Spirits

The spirits listed here are always the result of a spell or spell-like ability, and are rarely (if ever) encountered naturally.

Jump to: Aberrant Spirit | Celestial Spirit | Construct Spirit | Draconic Spirit | Elemental Spirit | Fiendish Spirit | Ooze Spirit | Reaper Spirit | Shadow Spirit | Warrior Spirit | Wildfire Spirit

Each spirit has statistics that vary with the proficiency bonus of the caster that summoned them; this is marked as "CPB" (caster's proficiency bonus) or "CL" (caster's level) in the respective listing.


Aberrant Spirit

When this spirit is summoned, it takes the form of either a Beholderkin, Sladd, or Star Spawn, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Aberrant Spirit

Medium aberration, unaligned


  • 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 DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (-2)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities psychic
  • Condition Immunities
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Deep Speech,understands the languages caster speaks
  • Challenge

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 caster's 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: caster's 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: caster's 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: caster's spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell's level psychic damage


Celestial Spirit

When this spirit is summoned, it takes the form of either an Avenger or Defender celestial, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Celestial Spirit

Large celestial, unaligned


  • Armor Class 11 + the level of the spell (natural armor) + 2 (Defender only)
  • Hit Points 40 + 10 for each spell level above 5th
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances radiant
  • Damage Immunities
  • Condition Immunities charmed,frightened
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Celestial,understands the languages you speak
  • Challenge

Actions

Multiattack. The celestial makes a number of attacks equal to half this spell's level (rounded down).

Radiant Bow (Avenger Only). Ranged Weapon Attack: caster's spell attack modifier to hit, reach 150/600 ft., one target. Hit: 2d6 + 2 + the spell's level radiant damage.

Radiant Mace (Defender Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.

Healing Touch (1/Day). The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.


Construct Spirit

When this spirit is summoned, it takes the form of a clay, flesh, metal or stone golem, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Construct Spirit

Medium construct, unaligned


  • Armor Class 13 + the level of the spell (natural armor)
  • Hit Points 40 + 15 for each spell level above 4th
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 14 (+2) 11 (+0) 5 (-3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances poison
  • Damage Immunities
  • Condition Immunities charmed,exhaustion,frightened,incapacitated,paralyzed,petrified,poisoned
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages understands the languages you speak
  • Challenge

Heated Body (Metal Only). A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.

Stony Lethargy (Stone Only). When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against caster's spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.

Actions

Multiattack. The construct makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell's level bludgeoning damage.

Reactions

Berserk Lashing (Clay Only). When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.


Draconic Spirit

When this spirit is summoned, it takes the form of an metallic or chromatic dragon, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

VARIANT: Gem Draconic Spirits. If the caster knows gem dragons, they can select a Gem Dragon spirit form for the spirit; in that case, the dragon's Damage Resistances are force, necrotic, psychic, radiant, thunder, replacing the existing values below.

Environment

Conjured/Summoned

Token

Draconic Spirit

Large Dragon, Neutral


  • Armor Class 14 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 5th (the dragon has a number of d10 hit dice equal to the level of the spell)
  • Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 17 (+3) 10 (+0) 14 (+2) 14 (+2)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances acid, cold, fire, lightning, poison
  • Damage Immunities
  • Condition Immunities charmed,frightened,poisoned
  • Skills
  • Senses blindsight 30 ft.,darkvision 60 ft.,passive Perception 12
  • Languages Draconic,understands the languages caster speaks
  • Challenge

Shared Resistances. When the caster summons the dragon, choose one of its damage resistances. The caster has resistance to the chosen damage type until the spell ends

Actions

Multiattack. The dragon makes a number of Rend attacks equal to half the spell's level (rounded down), and it uses Breath Weapon.

Rend. Melee Weapon Attack: caster's spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 plus 4 + the spell's level piercing damage.

Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against caster's spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to (caster's choice) on a failed save, or half as much damage on a successful one.


Elemental Spirit

When this spirit is summoned, it takes the form of an elemental of Air, Earth, Fire, or Water, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Elemental Spirit

Medium elemental, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 50 + 10 for each spell level above 4th
  • Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances acid (Water only); lightning and thunder (Air only); piercing and slashing (Earth only)
  • Damage Immunities poison; fire (Fire only)
  • Condition Immunities exhaustion,frightened,paralyzed,petrified,poisoned,unconscious
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Primordial,understands the languages caster speaks
  • Challenge

Amorphous Form (Air, Fire, and Water Only). The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The elemental makes a number of attacks equal to half this spell's level (rounded down).

Slam. Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell's level bludgeoning damage (Air, Earth, and Water only) or fire damage (Fire only).


Fiendish Spirit

When this spirit is summoned, it takes the form of either a Demon, a Devil, or a Yugoloth, and once chosen, cannot change its form. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Fiendish Spirit

Large fiend, unaligned


  • Armor Class 12 + the level of the spell (natural armor)
  • Hit Points 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
  • Speed 40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances fire
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Abyssal,Infernal,telepathy 60 ft.
  • Challenge

Death Throes (Demon Only). When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against caster's spell save DC. A creature takes 2d10 + the spell's level fire damage on a failed save, or half as much damage on a successful one.

Devil's Sight (Devil Only). Magical darkness doesn't impede the fiend's darkvision.

Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fiend makes a number of attacks equal to half this spell's level (rounded down).

Bite (Demon Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level necrotic damage.

Claws (Yugoloth Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.

Hurl Flame (Devil Only). Ranged Spell Attack: caster's spell attack modifier to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.


Ice Spirit

When this spirit is summoned, it takes the form of an elemental of Ice. The creature's statistics vary based on that choice, the spell's level when cast, and the caster's own statistics.

Environment

Conjured/Summoned

Token

Ice Spirit

Medium elemental, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 5 + (5 times the druid's level)
  • Speed 40 ft., fly 40ft., swim 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (-3) 10 (+0) 16 (+3)

  • Proficiency Bonus +2 + druid's proficiency bonus
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances acid, cold (Water only)
  • Damage Immunities poison
  • Condition Immunities exhaustion,frightened,paralyzed,petrified,poisoned,unconscious
  • Skills
  • Senses darkvision 60 ft.,passive Perception 10
  • Languages Primordial,understands the languages caster speaks
  • Challenge

Amorphous Form. The spirit can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack. The spirit makes a number of attacks equal to half the druid's proficiency bonus (rounded down).

Slam. Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: (1d10 + 4 + the druid's proficiency bonus) bludgeoning damage plus (4 + druid's proficiency bonus) cold damage.


Ooze Spirit

(No description given)

Environment

Conjured/Summoned

Token

Ooze Spirit

Medium ooze, unaligned


  • Armor Class 7 + the level of the spell (natural armor)
  • Hit Points 30 + 10 for each spell level above 3rd
  • Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 6 (-2) 16 (+3) 2 (-4) 8 (-1) 2 (-4)

  • Proficiency Bonus equals caster's proficiency bonus
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances piercing, slashing; acid (Diseased & Toxic only); poison (Corrosive only)
  • Damage Immunities acid (Corrosive only); poison (Diseased and Toxic only)
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone; poisoned (Diseased and Toxic only)
  • Skills
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands the languages you speak
  • Challenge

Acid Backlash (Corrosive only). A creature that touches the ooze or hits it with a melee attack while within 5 feet of it takes acid damage equal to the spell's level.

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Miasma Fumes (Diseased only). Creatures within 10 feet of the ooze can't regain hit points. Constructs, undead, and creatures that are immune to disease are unaffected.

Noxious Touch (Toxic only). When the ooze hits with an attack against a creature, the target must succeed on a Constitution saving throw against your spell save DC or else be poisoned until the end of its next turn.

Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The ooze makes a number of attacks equal to half this spell's level (rounded down).

Psuedopod. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 bludgeoning damage plus 1d4 + the spell's level acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only).

Engulf. The ooze tries to wrap itself around a Medium or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw against your spell save DC or else become blinded and restrained as the ooze enters its space and engulfs it. While engulfed, the target takes acid damage (Corrosive only), necrotic damage (Diseased only), or poison damage (Toxic only) equal to the spell's level at the end of each of its turns. It can use an action on its turn to attempt to break free as if escaping from a grapple, ending the effect on a success and pushing the ooze 5 feet away; the escape DC is equal to your spell save DC. Unless the target is Tiny, the ooze can't move while the target is engulfed.


Reaper Spirit

(No description given)

Environment

Conjured/Summoned

Token

Reaper Spirit

Medium undead, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 40 + 10 for each level of the spell above 4th
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities necrotic,poison
  • Condition Immunities charmed,frightened,paralyzed,poisoned
  • Skills
  • Senses darkvision 60 ft.,passive Perception 13
  • Languages understands the languages caster speaks
  • Challenge

Incorporeal Movement. The reaper can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Haunting Tracker. The caster and the reaper can sense the direction and distance to the haunted creature if it's on the same plane of existence as caster.

Actions

Multiattack. The reaper makes a number of attacks equal to half this spell's level (rounded down).

Reaping Scythe. Melee Weapon Attack: caster's spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d10 + 3 + the spell's level necrotic damage.

Paralyzing Fear (1/Day). The reaper attempts to instill fear into the haunted creature it can see within 60 feet of itself. The creature must succeed on a Wisdom saving throw against caster's spell save DC or be frightened of the reaper for 1 minute. While frightened this way, the creature's speed is 0, and it can't benefit from any bonus to its speed. The frightened creature can repeat the saving throw at the end of each of its turns, or immediately after it takes damage, ending the effect on itself on a success.


Shadow Spirit

(No description given)

Environment

Conjured/Summoned

Token

Shadow Spirit

Medium monstrosity, unaligned


  • Armor Class 11 + the level of the spell (natural armor)
  • Hit Points 35 + 15 for each level of the spell above 3rd
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (-3) 10 (+0) 16 (+3)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances necrotic
  • Damage Immunities
  • Condition Immunities frightened
  • Skills
  • Senses darkvision 120 ft.,passive Perception 10
  • Languages understands the languages caster speaks
  • Challenge

Terror Frenzy (Fury Only). The spirit has advantage on attack rolls against frightened creatures.

Weight of Sorrow (Despair Only). Any creature, other than caster, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell's level (rounded down).

Chilling Hand. Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level cold damage.

Dreadful Scream (1/Day). The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against caster's spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Action

Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.


Warrior Spirit

The warrior spirit, when summoned, takes on the form of a barbarian, fighter, or monk; the statistics for the spirit vary based on that, the level of the spell when cast, and the caster's statistics.

Environment

Conjured/Summoned

Token

Warrior Spirit

Medium undead, unaligned


  • Armor Class 13 + the level of the spell + 2 (Fighter only)
  • Hit Points 30 (Babarian and Fighter only) or 20 (Monk only) + 10 for each spell level above 3rd
  • Speed 30 ft., 40 ft. (Monk only)

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 16 (+3) 9 (-1)

  • Proficiency Bonus +CPB
  • Saving Throws Str +3,Dex +3
  • Damage Vulnerabilities
  • Damage Resistances poison
  • Damage Immunities
  • Condition Immunities charmed,poisoned
  • Skills
  • Senses passive Perception 13
  • Languages Common,understands the languages caster speaks
  • Challenge

Actions

Multiattack. The warrior makes a number of attacks equal to half this spell's level (rounded down).

Reckless Strike (Barbarian Only). Melee Weapon Attack: caster's spell attack modifier to hit (with advantage), reach 5 ft., one target. Hit: 1d12 + 3 + the spell's level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.

Rallying Strike (Fighter Only). Melee or Ranged Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.

Unarmed Strike (Monk Only). Melee Weapon Attack: caster's spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell's level bludgeoning damage, and the target must succeed on a Strength saving throw against caster's spell save DC or be knocked prone.

Bonus Actions

Flurry of Blows (Monk Only). The monk makes one Unarmed Strike attack.


Wildfire Spirit

(No description given)

Environment

Conjured/Summoned

Token

Wildfire Spirit

Small elemental, any chaotic alignment


  • Armor Class 13 (natural armor)
  • Hit Points 5 + (5 * CL)
  • Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 11 (+0)

  • Proficiency Bonus +CPB
  • Saving Throws
  • Damage Vulnerabilities
  • Damage Resistances
  • Damage Immunities fire
  • Condition Immunities charmed,frightened,grappled,prone,restrained
  • Skills
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages understands the languages caster speaks
  • Challenge --

Actions

Flame Seed. Ranged Weapon Attack: caster's spell attack modifier to hit, range 60 ft., one target caster can see. Hit: 1d6 + CPB fire damage.

Fiery Teleportation. The spirit and each willing creature of caster's choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against caster's spell save DC or take 1d6 + CPB fire damage.