Summon Undead

You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, 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 takes the Dodge action and uses its move to avoid danger.   At Higher Levels. When you cast this spell using a higher level spell slot, use the higher level wherever the spell's level appears in the stat block.

Undead Spirit CR: —

Medium undead, neutral
Armor Class: 11 + the level of the spell (natural armor)
Hit Points: 30 (Ghostly and Putrid) or 20 (Skeletal) + 10 for each level of the spell above its base level
Speed: 30 ft. , fly: 40 (Ghostly only) ft. , can hover

STR

12 +1

DEX

16 +3

CON

15 +2

INT

4 -3

WIS

10 +0

CHA

9 -1

Damage Vulnerabilities: Positive energy
Damage Resistances: Necrotic
Damage Immunities: Negative energy, poison
Condition Immunities: Exhaustion, Frightened, Paralyzed, Poisoned
Senses: Darkvision, Lifesense 60 ft., passive Perception 10
Languages: Understands the languages you speak
Challenge Rating: — ( — XP)
Proficiency Bonus: equals your bonus

Festering Aura (Putrid Only). Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.   Incorporeal Passage (Ghostly Only). The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an objects, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

Actions

Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).   Deathly Touch (Ghostly Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one creature. Hit: 1d8 + 3 + the spell’s level negative energy damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.   Grave Bolt (Skeletal Only). Ranged Spell Attack: your spell attack modifier to hit, range 150 ft., one target. Hit: 2d4 + 3 + the spell’s level negative energy damage.   Rotting Claw (Putrid Only). Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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2nd Edition
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School
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AoE
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Casting Time
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3.5th Edition
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Spell Resistance
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4th Edition

 
5th Edition
Level
Warlock 3, Wizard 3, Cleric 4
Casting Time
1 Action
Range
90 Feet
Components
V, S, M (A gilded skull worth at least 300 gp)
Duration
Concentration; Up to 1 Hour

 
Pathfinder 2e
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Cast
Range
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Defense
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