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Call the Hunter in Dungeons & Dragons 5e

Name Call the Hunter School Conjuration
Spell Level 8 Range 90 feet
Casting Time 1 minute Duration Up to 10 minutes
Components V, S Materials None
Ritual No Concentration Yes
Description
You detach a portion of your soul to become the embodiment of justice in the form of a clockwork outsider known as a Zelekhut who will serve at your commands for the duration, so long as those commands are consistent with its desire to punish wrongdoers. You may give the creature commands as a bonus action; it acts either immediately before or after you.   SUMMONED ZELEKHUT
Medium construct, lawful good
Armor Class 19 (natural armor)
Hit Points 82 (11d8 + 33)
Speedfly 40 ft.
STR DEX CON INT WIS CHA
21 (+5) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 15 (+2)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, exhausted, frightened, paralyzed, petriied, poisoned
Senses passive Perception 13
Languages Celestial, Common Challenge 7 (2,900 XP)
Magic Resistance The zelekhut has advantage on saving throws against spells and other magical effects.   Actions
Multiattack The zelekhut makes two spiked chain attacks.
Spiked Chain Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7 (2d6) lightning damage.

 

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