special bsence
spellcasting
actions
legendary
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the feys chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Multiattack.The Fey makes a number of attacks equal to half this spells level rounded down.
Shortsword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spells level piercing damage + 1d6 force damage.
When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Multiattack. The dragon makes a number of Rend attacks equal to half the spells level rounded down, and it uses Breath Weapon.
Rend. Melee Weapon Attack: your 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 your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to your choice on a failed save, or half as much damage on a successful one.
Flyby Air Only. The beast doesnt provoke opportunity attacks when it flies out of an enemys reach.
Pack Tactics Land and Water Only. The beast has advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isnt incapacitated.
Water Breathing Water Only. The beast can breathe only underwater.
Multiattack. The beast makes a number of attacks equal to half this spells level rounded down.
Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spells level piercing damage.
Shadow Stealth Fear Only. While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy Fury Only. The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow Despair Only. Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creatures next turn.
Multiattack. The spirit makes a number of attacks equal to half this spells level rounded down.
Chilling Hand. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spells 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 your 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.