Astral Spirit Orbs

The nature of a spirit has always been somewhat ephemeral, beyond the full ken of gods and mortals alike. Some spirits seem to be practically dreamed into existence, others arise from the primordial soup of the universe whole-cloth, while yet others are the natural extension of a previous life. Over the years some spirits have coalesced - forcefully or otherwise - into magical orbs and came to be known as Astral Spirits. These crystalline spheres, small enough to hold comfortably in one hand, can be used to call forth the power of the spirit held within, allowing the summoner to command its powers for a brief time. These vessels of power frequently change hands, inevitably finding their way into those willing and able to use them, and often at the crux of key moments in history, though whether this is because they wish to be a part of history, or if they cause the key moment themselves, remains to be seen.

Using an Astral Spirit Orb

Astral Spirits from these orbs gain strength dependant on the character who summons them, as reflected in their statblocks. Some features of the Spirits aren't accessible or active until the summoner reaches a certain character level, which are denoted as Summoner Level (SL) in their statblocks. Skill proficiencies and attack bonuses denoted in a summoned creature's statblock assume the minimum required summoner level for the Astral Spirit.

A summon orb can be used by expending both your Action and Bonus Action on your turn, and the spirit appears in a square adjacent to you. A summoned Astral Spirit lasts for 1 minute or until it is reduced to 0HP, at which point it vanishes. Once used, an orb cannot be used, nor can a summoner use a different orb, for 1d4 long rests, though they may still attune or deattune from any orbs for their passive boons and banes. In addition, due to the clashing energies, Astral Spirits are hostile to each other - using two different orbs simultaneously will have both creatures fight one another, even if the summoners are allied and ordering them to not do so.

Astral Spirits roll their own initiative and follow verbal commands from their summoner (except when fighting another Astral Spirit), which can be issued at no action cost. If no commands are issued, the spirits will act as using their preferred tactics, as detailed individually below.

Attuning to a spirit orb is done in the same manner as other magical items, however it occupies a separate, special '4th' attunement slot. A character can only attune to one orb at a time. Spirit Orbs are sentient magic items that possess the same senses and alignment as detailed in their statistics. Astral Spirits may seek to exert their will over those who attune to them in certain circumstances as listed in their personality section, and the save to resist this is always a Charisma saving throw of DC15.

Fenrir, the Lunar Wolf

Requires 6th Level or higher to attune

Origins

Fenrir's existence was born from the collected dreams of hunters - both humanoid and otherwise. It exists as both the prime hunter, and the prime hunted, the ultimate 'game'. As wolves are deadly hunters that exist in the collective consciousness as predators, Fenrir's form is that of a wolf. As many wolves have an affinity with the moon, so too does Fenrir, carrying the cold of the celestial object's surface into its very being.

Fenrir's spirit orb invariably finds its way into the hands of hunters and those with a drive to seek out prey. It's also commonly found in the ownership of werewolves and other lycanthropes, though it rarely stays with one individual for long.

Appearance and Personality

Fenrir appears as a shining wolf whose 'fur' is shaped from craggy white moonrocks, granting it a stony hide that nevertheless appears to be fur at a glance. It has three eyes - its left and right eyes have irises shaped as reflected crescents, while the central eye is a full moon.

Fenrir is ruthless and will use any tool in their arsenal to attain victory, no matter how 'underhanded' it may seem. To Fenrir, using devious tactics and tools is just the way of the hunt. For those who prize 'fair play', mercy, and honourable conduct, Fenrir will try to act up, pushing them towards a more cutthroat attitude.

Passive Boon/Bane

While attuned to Fenrir your maximum hit points are reduced by half your character level. In addition, opportunity attacks against you have Disadvantage, you make opportunity attacks with Advantage, and your walking speed increases by 15'.

Tactics

A hunter at heart, Fenrir doesn't stand toe to toe with its enemies. When left to its own devices the cunning wolf will dart in and out of the battle line, focusing on whichever enemy target seems the weakest and most injured. Once Fenrir has access to its Lunar Cry ability it will first charge into the largest group possible and use this, before retreating. Somewhat selfish at heart, the Lunar Wolf will not use Fenrir's Favour unless ordered to.


Fenrir

Large Beast, Evil


  • Armor Class 13 + 1 for every 3 summoner levels.
  • Hit Points 13 (1d10+3) + 8 (1d10+3) for every 2 summoner levels.
  • Speed 50ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 16 (+3) 14 (+2) 18 (+4) 12 (+1)

  • Skills Perception +7, Stealth +6
  • Saving Throws Strength +7, Dexterity +6
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage, poison
  • Damage Immunities Cold, Radiant
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned.
  • Senses passive perception 17, darkvision 60'.
  • Languages Druidic, one language that the summoner chooses.
  • Proficiency Bonus +3, or equal to the summoner's, whichever is higher.

Moonlit Charge. If Fenrir moves at least 20 ft. straight toward a target and then hits it with a bite attack on the same turn, the targets eyes are obscured by searing moonlight, and it is blinded until the start of Fenrir's next turn.

Waning Motion (Requires SL9). Fenrir's movement does not provoke opportunity attacks.

Magic Resistance. (Requires SL12). Fenrir has advantage on saving throws against spells and other magical effects.

Truesight. (Requires SL15). Fenrir gains truesight out to 60'.

Crescent Fang (Requires SL18) (Recharge 5-6). On a successful Moonlit Charge, Fenrir can now choose to stun the bitten creature until the start of Fenrir's next turn, instead of blinding it.

Legendary Resistances (1/Summon) (Requires SL20). When Fenrir fails a saving throw, it can instead choose to succeed on it.


Actions

Multiattack. Fenrir can attack with its bite once for each five character levels the summoner posseses.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (1d10 + 4)

Lunar Cry (1/Summon) (Requires SL10). Fenrir's howl is imbued by moonlight. Creatures adjacent to Fenrir when it uses this action must make a Wisdom saving throw vs. DC8 + ProfBonus + 4 or be Frightened of Fenrir for 1 minute. They may repeat the saving throw at the end of their subsequent turns to end the effect early. In addition, the howl charges Fenrir's body with the cold of the moon. Whenever a creature strikes Fenrir in melee they take 5 + ProfBonus cold damage. This lasts for 1 minute.

Fenrir's Favour (Requires SL20). Fenrir emits an aura of protective energy for 1 minute. Friendly creatures within 10' of Fenrir gain its Magic Resistance trait.

Chan Treeborn

Requires 6th Level Character to Attune

History

Chan Treeborn was abandoned as a baby, given up by whatever parents gave birth to him and left in the care of a druidic circle. For Chan there was no great catalysing moment, heroic sacrifice or turning point. He lived his life well and dedicated it to the protection of nature, eventually dying of old age after many centuries of happily performing his role. It was his stalwart dedication over many years that turned him away from his 'promised' afterlife to become an Astral Spirit, but in his eyes he is quite satisfied with the turn of events, so long as he ends up in the hands of a worthy summoner.

Chan's orb will seek out those with similar beliefs to him - frequently druids and rangers - who wish to protect nature and continue the work he did in his own life. Rarely the orb will find itself into a city, to spread nature's bounty to the urbanised, and see if he can change people's ways to become more balanced.

Appearance and Personality

Chan is a stout dwarf of perhaps five feet in height in total, though where you would expect skin, you find bark. Where you would find a beard and hair, you find ivy and grass. Where you would find gleaming eyes, you see blooming flowers. Though his shape is the same, any vestige of his mortal flesh has been replaced by plantlife. He does not wear clothes of fabric, instead wrapping himself in large leaves of green to cover himself. Atop his head grows a small tree with long fronds that block his head from the sun.

Chan is an amiable sort, as he was in life. He values protection and non-lethal solutions to problems, and would prefer to disable rather than kill. He is also deeply self-sacrificing for others, putting his own life first if nature is threatened. He will try to take over his summoner if they threaten nature, or if they are being needlessly murderous.

Passive Boon/Bane

While attuned to Chan your initiative is reduced by 1 and your walking speed is reduced by 5'. When you take damage you reduce the amount taken by an amount equal to half your proficiency bonus. You also no longer need to sleep or eat, so long as you spend at least 4 hours a day outside beneath an open sky.

Tactics

When left to his own devices Chan uses his body and trees to attract attention - and attacks, putting himself in harm's way in favour of them attacking others. He will attempt to restrain up to two enemies with Rootwrap and then use Strength Sap (if available) until they are no longer threats, before moving on.


Chan Treeborn

Medium Plant, Good


  • Armor Class 15 + 1 for every 3 summoner levels.
  • Hit Points 12(1d8+4) + 8 (1d8+8) for every 2 summoner levels
  • Speed 5ft.

STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 18 (+4) 12 (+1) 16 (+3) 10 (0)

  • Skills Insight +6, Nature +4
  • Saving Throws Wisdom +7, Intelligence +4
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage, Cold
  • Damage Immunities Psychic, Acid
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
  • Senses passive perception 13, darkvision 60', blindsight 60'.
  • Languages Dwarven, one language of the summoner's choice
  • Proficiency Bonus +3, or equal to the summoner's, whichever is higher


Floral Aura. Chan emits a scent that drives others mad. Hostile creatures who start their turn within 5' of Chan must succeed on a Wisdom saving throw (DC8 + proficiency bonus + 3) or be forced to remain adjacent to him and use their action to Attack him this turn.

Wooden Nerves (Requires SL9). Whenever Chan takes damage the amount he takes is reduced by 3.

Suncall (Requires SL12). Chan's groves are now filled with Sunlight, giving off bright light inside the grove and dim light 10' around them for so long as Chan remains summoned.

Verdant Land (Requires SL12). When Chan is reduced to 0 hit points or his summon duration ends a burst of life energy washes fort from him, spreading trees, grass and other plants in a 100' radius from his position, regardless of the terrain.

Deep Roots (Requires SL15). If a creature takes no actions and doesn't move while in one of Chan's groves they gain resistance to all damage types until the start of their next turn, and regain 1d6 hit points.

Grateful Grove (Requires SL18). Groves grown by Chan are no longer difficult terrain for friendly creatures and they cannot be shoved or forcibly knocked back while within one so long as Chan is summoned.

Legendary Resistance (1/Summon) (Requires SL 20). When Chan fails a saving throw, he can instead choose to succeed on it.

Actions

Instant Grove Chan chooses a point on the ground within 60'. A 5' radius grove of trees instantly springs up from the ground, fully grown. This area is treated as difficult terrain, and those within the grove have half cover. The grove(s) persists after Chan's summoning ends.

Rootwrap Chan chooses a creature adjacent to a tree. They must succeed on a strength saving throw (DC8 + proficiency bonus + 3) or be restrained for so long as Chan is summoned. To free themselves early the restrained creature can use their action to make an athletics check against the save DC. Chan can have a number of creatures wrapped simultaneously equal to his proficiency bonus.


Strength Sap (Requires SL10). Chan can use an action to drain the strength from all creatures he has restrained via Rootwrap. Each creature must make a constitution saving throw (DC8 + proficiency bonus + 3) or lose 1d6 strength, losing only half on a successful save. If their strength score is reduced to 0, they fall Unconscious. They regain all sapped strength on completion of a short or long rest.

Treegift (Requires SL20) As an action Chan can wrap friendly creatures in his groves with protective wood. He chooses any creatures inside his groves and grants them +2 AC, and then temporary hit points equal to their armour class. They lose the AC once these temporary hit points are expended or when Chan is no longer summoned.

Bonus Actions

Treeportation As a bonus action Chan can touch a tree he is adjacent to and instantly teleport through it to appear adjacent to another tree within 150'.

Flame Martyred Bedeli

Requires 9th Level Character to Attune

History

In life, Bedeli was a young woman. She was never wealthy, but neither was she ever in poverty. Utterly ordinary, she would have been destined for a normal life - a husband, children. Yet religious fervour gripping the hearts of the populace and stoked by the ruling nobles swept her nation. Soon, witch hunts became commonplace, and trials that could be called anything but 'just' saw many a 'witch' burned alive for their black magic. The needless cruelty of these hunts drove Bedeli to step out of her normal life that had been proscribed for her and aid those in hiding or on the run, to protect 'witches' (real or otherwise) from the relentless hunters and inquisitions.

Alas, her altruism was cut short when she was discovered and likewise accused of being a witch. Despite being entirely mundane with not a trace of magical ability, Bedeli was put to the flames - a saintly heart turned martyr. Her stoicism in the face of the fire galvanised the populace to change their ways, and she went down in history as a mythical figure. It was this belief that had her soul become an Astral Spirit.

Bedeli's orb seeks out those who do violence, but who still follow the path of good. She is drawn to push people to be their best, rather than convert those who are too far gone. Even as a spirit, she recognises her own limitations.

Appearance and Personality

Bedeli appears as a human woman whose skin is blackened by fire. Scarred rivulets along her skin break open in places revealing gleaming liquid inferno within. Her hair is gone, replaced by pure flames that spring from her scalp. In place of clothes, she is instead draped in phoenix feathers, a multicoloured ever shifting 'dress' that makes her look part bird as much as human. She has two shining sings protruding from her back, though she does not need to use them to fly, and she is permanently accompanied by an aura of intense heat. Her face is permanently set in a kind, if pitying, expression.

Bedeli is deeply kind and does not wish to see anyone die, even her worst enemies, believing that death is the truest end of a person, and that anyone can change their ways to atone if given the chance and motivation. She will therefore attempt to take control of their summoner if they exhibit merciless tendencies, especially against unarmed prisoners or noncombatants. Any time it seems an opportunity to save a life will appear, Bedeli will try to do so.

Passive Boon/Bane

While attuned to Bedeli your weapon attacks deal 1 less damage and your damaging spells deal reduced damage equal to the level of spell slot expended. You gain Cold Resistance. After you take fire damage you regain hitpoints equal to half the damage taken. Any healing you receive or give to others is increased by your proficiency bonus.

Tactics

When left to her own devices Bedeli will not attack any creatures, be they friend or foe. Instead they will seek to aid the summoner's allies with healing, but likewise prevent any creatures from permanently dying. If they see a hostile creature bleeding out, Bedeli will choose to stabilise them with Healing Flames over healing an ally who is still on their feet, though they will not grant them healing to allow them to return to battle.


Bedeli

Medium Elemental, Good


  • Armor Class 12 + 1 for every 3 summoner levels.
  • Hit Points 11(1d8+3) + 7 (1d8+3) for every 2 summoner levels
  • Speed 50', flying (hover) 50'.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

  • Skills Persuasion +8, Medicine +6
  • Saving Throws Constitution +7, Charisma +8
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage, Necrotic
  • Damage Immunities Fire, Radiant
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
  • Senses passive perception 12, darkvision 60', blindsight 60'.
  • Languages Primordial, one language of the summoner's choice
  • Proficiency Bonus +4, or equal to the summoner's, whichever is higher

Heat Absorbtion (Recharge 5-6). Whenever Bedeli would take Fire damage, either directly or indirectly (such as from a Fireball spell or a dragon's breath), in addition to taking zero damage she can absorb all the fire into herself, negating its effect on any other creatures. She then disperses a healing wave equal to half of the damage the effect would have dealt, healing all allied creatures within 10' of her.

Heated Body. Creatures striking Bedeli with a melee attack take 5 fire damage. This damage cannot kill, and if it reduces a creature to 0HP they immediately stabilise. Bedeli sheds bright light within 60', and dim light a further 60' beyond that.

Phoenix Flames (Requires SL12). While Bedeli is summoned, all fire damage caused by Bedeli's allies - but not her - is increased by her proficiency bonus.

Fiery Rebirth (Requires SL15) (1/Summon). Once per summoning when Bedeli is reduced to 0HP, they do not vanish, instead briefly turning to ash before being reborn in flames. All creatures within a 20' radius must succeed on a dexterity save (DC8 + Proficiency Bonus + 4) or take 4d10 fire damage, or half as much on a successful save. Bedeli then regains hit points equal to the amount of damage rolled.


Wake of Ashes (Requires SL18). Bedeli's movement speeds are increased by 20'. When she moves within 5 feet of a creature or an object that isn’t being worn or carried, it takes 2d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. This damage cannot kill, and if it reduces a creature to 0HP they immediately stabilise.

Immortality Aura (Requires SL 20). No creatures within 200' of Bedeli can die. Any creatures making death saving throws instantly stabilise and remain stable. If a creature is affected by an instant death effect (such as Power Word: Kill, a vorpal sword, or similar) they are instead reduced to 0 HP and instantly stabilise. Likewise creatures cannot be disintegrated or otherwise have their life ended under any circumstances. This applies to friend and foe alike, Bedeli does not discriminate.

Actions

Healing Flames. Bedeli targets one creature within 30' and heals them for 3d8+4 hit points. If the creature is at 0 hit points, Bedeli can instead choose to simply stabilise them without restoring hit points.

Flametalons. Melee weapon attack +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) fire damage.

Resurrection (Recharge 5-6)(Requires SL20). Bedeli targets a creature that has been dead for no longer than 10 days and resurrects them if the soul is free and willing, returning them to life with full hit points. This neutralises any poisons and cures normal diseases afflicting the creature when it died, closes all mortal wounds and restores any missing body parts.

Reactions

Uncanny Dodge (Requires SL10). When an attacker that Bedeli can see hits her with an Attack, she can use her Reaction to halve the attack's damage against her.

Golden Glasswing

Requires 9th Level Character to Attune

History

Reality is often seen as containing dualities - life and death, hot and cold, order and chaos, and of course, light and darkness. Golden Glasswing is an astral spirit born from one of these dualities, a being of primordial light and radiance, created when a vast quantity of dark magic was unleashed by an evil lich. A creature of pure light, its dedication is solely to eradication of the darkness, a great purge that would see the shadows removed from the world.

Glasswing's orb seeks out those who would continue its righteous crusade against the forces of darkness - paladins, knights, monster hunters and the like. It will almost never find its way into the hands of an undead, even one devoted to the side of the light.

Appearance and Personality

Glasswing appears as a tiny butterfly made entirely of radiant heavenly light. Its summoning orb is larger than its summoned form, such that if it wasn't for the gleaming glow that it gives off it would be an utterly unremarkable spirit visually.

Its personality is direct and to the point, to the extent that it is more a force of nature than an individual. It wishes to purge the darkness, to eradicate the undead, and to destroy those of fiendish origin. It thinks of nothing else, wishes for nothing else, and cares for nothing else. It will therefore attempt to take over its summoner if their actions do not seem to follow this. If it gives quarter to an undead or doesn't immediately enter into combat with a demon, Glasswing will attempt to wrest control and force the issue.

Passive Boon/Bane

Your AC is reduced by 1. Your weapon and spell attacks deal an additional 1d4 radiant damage on a successful hit. In addition, whenever a creature hits you with a weapon attack they take radiant damage equal to half your proficiency bonus.

Tactics

When given no orders Glasswing ignores its 'allies' entirely and instead sets about purging everything in sight. It targets undead or creatures that utilise necrotic magic first of all, but otherwise attacks whatever is currently closest, using Divine Storm indiscriminately as much as possible and not stopping until they're dead, instead of merely unconscious, before moving on.


Golden Glasswing

Tiny Celestial, Neutral


  • Armor Class 11 + 1 for every 3 summoner levels.
  • Hit Points 8 (1d6+2) + 5 (1d6+2) for every 2 summoner levels
  • Speed 5ft, flying (Hover) 40'

STR DEX CON INT WIS CHA
10 (0) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 18 (+4)

  • Skills Athletics +7, Religion +2
  • Saving Throws Wisdom +6, Charisma +8
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage, Necrotic
  • Damage Immunities Radiant, Force
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
  • Senses passive perception 12, darkvision 120', blindsight 60'.
  • Languages Dwarven, one language of the summoner's choice
  • Proficiency Bonus +4, or equal to the summoner's, whichever is higher

Radiant Body. Glasswing sheds bright light in a 30' radius and dim light 30' beyond that. The bright light counts as Sunlight.

Absolute Judgement. If Glasswing reduces a creature to 0 hit points, it is killed immediately and its body disintegrated. It cannot be resurrected outside the use of a Wish or True Resurrection spell. Undead creatures reduced to 0hp by Glasswing have their souls irrecoverably destroyed outside of direct divine intervention. This bypasses a Lich's phylactery and a Vampire's Misty Escape.

Empyreal Power (Requires SL15). When Glasswing uses its action on Radiant Bolt and hits, Divine Storm is instantly recharged.

Heavenly Ripple (Requires SL15). Each successful hit on a Divine Storm adds +2 to the damage roll of Glasswing's next Radiant Bolt action (but not on any cast via Divine Storm).

Purge the Wicked (Requires SL18). When Glasswing uses its action on Radiant Bolt and hits it can use Radiant Bolt a second time during the same turn at no action cost to target another creature within 15' of the first target. If the second Bolt hits, the creature takes half the damage that was rolled against the first creature.

Legendary Resistance (1/Summon) (Requires SL 20). When Chan fails a saving throw, he can instead choose to succeed on it.


Actions

Radiant Bolt. Ranged Spell Attack +8 to hit, range 60, one creature. Hit: 14 (4d6) radiant damage. Undead or Fiend type creatures hit have disadvantage on their next saving throw before the start of Glasswing's next turn.

Divine Storm (Recharge 5-6). Glasswing uses Radiant Bolt on all creatures it chooses within a 30' radius.

Wrath of Heavens (Requires SL20)(1/Summon). Glasswing permeates the area with radiant energy. All creatures that start their turn within 15' of Glasswing take 2d6 radiant damage. In addition, its Radiant Bolt and Divine Storm attack rolls are made with advantage against creatures within the aura. Glasswing can choose to exclude creatures from this damage. This aura persists until Glasswing's current summon ends.

Dragon of the Astral Winds, Xu'voco

Requires 12th Level Character to Attune

History

Xu'voco's status as an astral spirit is born of its own will and burning desire that persisted even after death. In life, Xu'voco was a man - a slave of a twisted arcanist who used Xu'voco as a test subject for their cruel 'experiments'. For years Xu'voco suffered under the arcanist until one day he was able to break free of his shackles and exact his revenge, but in doing so the magics infused in the arcanist's lab went haywire. The building and its surroundings were swallowed up into a sphere of arcane energy, destroying all that was held within. The crater that remained held a single object - the newly formed spirit orb.

Xu'voco's spirit orb seeks out those fighting against prominent spellcasters or those who share its hatred for them. It will rarely attach itself to another spellcaster, though may do so if they would prove as a net-'good' in wiping the world clean of arcanists.

Appearance and Personality

Xu'voco appears as a long serpentine dragon, similar to the Lung Dragons of the far east. Its scales bear the colours and patterns of ever shifting star nebulas in the night sky, with each movement shifting to another constellation or mosaic of colour. Six wide scaled wings stretch from its back, though it does not require their use for flying - just as weapons. Even when stilled, Xu'voco is constantly surrounded by thick buffeting winds.

Xu'voco despises three things: Slavers and spellcasters, and spellcasting slavers most of all. Should the holder of Xu'voco's orb come across any of these, they will push their holder to plot against and aim to kill them. The dragon of the Astral Winds is patient though, and can put up with 'friendly' spellcasters, especially if working alongside them briefly means more will die in the future.

Passive Boon/Bane

While attuned to Xu'voco you roll a d20 whenever you cast a spell. On a 1, the spell does not take effect and if you used a spell slot, it is still expended. Whenever you deal damage that causes a Concentration check, the check is made with disadvantage. Creatures that can cast spells (innately or otherwise) also have disadvantage on saving throws against being Frightened of you.

Tactics

Xu'voco is not one to steer away from a fight. He rushes into the centre of the enemy forces and uses his Wingburst ability as frequently as possible, interspersing it with his Sonic Thrust. Xu'voco despises spellcasters, and always targets those first, focusing on the weakest, and aiming to kill them, not stopping against one target until they are dead.

Once Xu'voco can use Astral Winds it will use this first - even alone - and typically take the Dodge action with its additional action.


Xu'voco

Huge dragon, Evil


  • Armor Class 14 + 1 for every 3 summoner levels.
  • Hit Points 16 (1d12+4) + 11 (1d12+4) for every 2 summoner levels
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+42) 18 (+4) 8 (-1) 14 (+2) 18 (+4)

  • Skills Athletics +6, Intimidation +5
  • Saving Throws Wisdom +6, Constitution +8
  • Damage Resistances nonmagical bludgeoning, piercing, and slashing damage, poison
  • Damage Immunities Thunder, Lightning
  • Condition Immunities Charmed, Frightened, Exhaustion, Poisoned
  • Senses passive perception 12, darkvision (normal sight range), truesight 120'.
  • Languages Draconic, one language of the summoner's choice
  • Proficiency Bonus +4, or equal to the summoner's, whichever is higher


Magic Resistance. Xu'voco has advantage on saving throws against spells and other magical effects.

Incorporeal Movement. Xu'voco can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Kaleidoscopic Scales (Requires SL15). Xu'voco gains resistance to the first damage type it takes during a round. This lasts until the end of the round.

Spell Eater. (Requires SL15). When Xu'voco is targeted or affected by a spell roll a d10. If the result of the roll is equal to or higher than the spell slot expended, all of the spell's effects are negated and Xu'voco gains temporary hit points equal to 3x the level of the spell slot. This affects beneficial/friendly spells also.

Eyes of the Void (Requires SL18). Xu'voco gains blindsight with a range of 30'.

Seething Body (Requires SL20). When below half health Xu'voco's wounds begin to erupt with power. Any creature that ends its turn within 15' of Xu'voco takes 2d6 thunder damage.

Legendary Resistance (2/Summon) (Requires SL 20). When Xu'voco fails a saving throw, it can instead choose to succeed on it.

Actions

Wingburst. (Recharge 4-6) Xu'voco unleashes a burst of wind against all creatures within 15' of him. Any creatures affected must make a strength saving throw (DC8 + ProfBonus + 4) or take 4d12 thunder damage and be knocked back 15' and forced prone. On a successful save they take half damage, are only knocked back 5', and are not knocked prone.

Sonic Thrust. Xu'voco thrusts a burst of sonic power against a target within 60'. Make an attack roll of ProfBonus + 4. If it hits, 2d6+4 thunder damage, and lowers the creature's initiative score by half the damage. This cannot grant a creature a more than one turn in a round.

Astral Winds (Requires SL20). Xu'voco calls the winds that buoy its celestial wings to flow beneath its allies. Xu'voco and up to five other creatures it chooses gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. This lasts while Xu'voco is summoned.

Voidmirror

Requires 12th Level Character to Attune

History

Voidmirror's origin, just as its appearance, are shrouded in mystery. No one is sure where or why it exists, or where it came from, and its own explanations seem to shift chaotically with each new summoner. Some theorise that it was originally a person - a mortal - who sacrificed their own 'Self' for the sake of others, becoming a mirror to defeat a great threat. Others believe it is a fallen trickster god, or the creation of one, run amok. Still more hypothesise the Voidmirror was a magical creation of a mad arcanist, a work of mortals, not any deified being. Whatever the truth, Voidmirror offers nothing beyond cryptic hints and contradicting tales.

Their spirit orb usually finds its way towards people of excessively strong convictions - oathbound paladins and clerics who adhere to the tenets of their god, though it can appear to any who hold fast to beliefs. A warrior with a good heart, an arcanist who will stop at nothing for the sake of their research. All and more are the types to attract the Voidmirror's attention.

Appearance and Personality

Voidmirror always appears as fully black silhouette of its summoner, a perfect physical copy in size and form, including clothes, such that Voidmirror could well have been the summoner's shadow made manifest. They are not merely 'black' however, and staring too long at Voidmirror's form - that seems to consume light, instead of merely absorbing it.

Personality wise they are the mirror of whatever their summoner is. A holy saint for a summoner will find Voidmirror as a cruel monster reveling in destruction, while an evil lich will find Voidmirror the paragon of goodness. This personality reversal always puts them at odds with their summoner. Voidmirror will seek to take control when things of great personal importance are occurring for their summoner - minor matters do not seem to warrant the Astral Spirit's full attention, but the enigmatic Voidmirror seems to stick its nose in when its least desired.

Passive Boon/Bane

While attuned to Voidmirror your save proficiencies are shifted - Strength becomes Intelligence, Intelligence becomes Charisma, Charisma becomes Strength, Dexterity becomes Constitution, Constitution becomes Wisdom, and Wisdom becomes Dexterity. You gain immunity to the Petrified condition and any spells or effects that would alter your form such as Polymorph, unless you choose to allow them to take effect.

Tactics

When left to its own devices, Voidmirror does the opposite of what its summoner would do - if they would charge, it would retreat. If it would protect others, it will abandon them. If it would negotiate, it would fight to the end - and vice versa.


Voidmirror

Abberation, Opposite Alignment to Summoner


  • Armor Class 1 lower than the Summoner's when summoned.
  • Hit Points 20 lower than the Summoner's when summoned.
  • Speed Same as the summoner

STR DEX CON INT WIS CHA
-- -- -- -- -- --

  • Skills Same as the summoner
  • Saving Throws Same as the summoner
  • Damage Resistances Same as the summoner and nonmagical bludgeoning, piercing, and slashing damage
  • Damage Immunities Same as the summoner
  • Condition Immunities Same as the summoner and Exhaustion
  • Senses Same as the summoner
  • Languages Same as the summoner
  • Proficiency Bonus +4, or equal to the summoner's, whichever is higher

Copycat. Voidmirror imitates its summoner. Its size and statistics, including ability scores and proficiencies, are the same as the creature that summoned it except as specifically detailed above. It also does not retain any of its summoners class features, spellcasting, racial features or actions, instead using those below.

Synergistic Position (Requires SL15). When Voidmirror is an odd number of feet away from its summoner, the summoner has +1 to AC. When Voidmirror is an even number of feet from its summoner, the summoner has +1 to all attack rolls.

Skewed Image (Requires SL18). Attacks against Voidmirror have disadvantage. This feature ceases to function after they take damage, reactivating from the start of Voidmirror's next turn.

Legendary Resistance (1/Summon) (Requires SL 20). When Voidmirror fails a saving throw, they can instead choose to succeed on it.

Actions

Mirror: Project. As an action Voidmirror unleashes one of the spells, features or attacks saved by their Mirror: Copy ability. They use the statistics (eg save DC, attack roll, damage bonus) of the creature they copied from. Once you have have used this feature, you lose access to the Copy that you made.


Reactions

Mirror: Copy. As a reaction when targeted by a spell, monster feature (such as dragon's breath or illithid mind blast), or attack Voidmirror can copy the details of it for use with their Mirror: Project ability. They can hold a number of Copied abilities equal to half their proficiency bonus. If the attacker had either the Multiattack or Extra Attack feature, these are saved as part of the same Copy.

Reversal (Recharge 4-6) (Requires SL20). When a creature Voidmirror can see is hit by an attack roll it can uses its reaction to reverse the attack and have it strike the attacker instead, dealing normal damage.