The Traveler's Guide to Aellorah
Beckoned Spirit
Medium undead, neutral
Armor Class: 10 + proficiency bonus
Hit Points: Pd8 + (P*CON) # replace P with your proficiency bonus
Speed:
, fly: 30 ft
, can hover
Damage Vulnerabilities: Radiant
Damage Resistances: Bludgeoning, Slashing, and Piercing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60 ft., Passive Perception 10
Languages: Understands the languages of its master.
Ethereal Sight. The beckoned spirit can see 60 ft. into the Ethereal plane when it is on the Material plane, and vice versa.
Incorporeal Movement. The beckoned spirit 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.
Undead Nature. The beckoned spirit does not need to eat, drink, breathe, or sleep. Additionally, necrotic damage heals the beckoned spirit rather than harming it.
Spectral Assault. The beckoned spirit's attacks are considered magical for the purposes of overcoming resistances.
Actions
Slam. Melee Weapon Attack: +(SPELL ATK) to hit, reach 5 ft., one target. Hit: (HP*d6+WIS**) bludgeoning damage.
* replace HP with half of your proficiency bonus (rounded down)
** replace WIS with your Wisdom modifier
The beckoned spirit's hit point total is a number of d8s equal to your proficiency bonus, plus your Constitution modifier multiplied by your proficiency bonus.
Add your proficiency bonus to the beckoned spirit's armor class, as well as their Dexterity, Constitution, and Wisdom ability scores.
Use your spell attack modifier as your beckoned spirit's attack bonus.