Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Eye Ray. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.
Whispering Aura. At the start of each of the spirit's turns, the spirit emits psionic energy if it doesn't have the Incapacitated condition. Wisdom Saving Throw: DC equals your spell save DC, each creature (other than you) within 5 feet of the spirit. Failure: 2d6 Psychic damage.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Psychic Slam. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Psychic damage.
Regeneration. The spirit regains 5 Hit Points at the start of its turn if it has at least 1 Hit Point.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d10 + 3 + the spell's level Slashing damage, and the target can't regain Hit Points until the start of the spirit's next turn.
Multiattack. The spirit makes a number of Fey Blade attacks equal to half this spell's level (round down).
Fey Blade. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 2d6 + 3 + the spell's level Force damage.
Bonus Actions
Fey Step. The spirit magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the spirit's chosen mood:
• Fuming. The spirit has Advantage on the next attack roll it makes before the end of this turn.
• Mirthful. Wisdom Saving Throw: DC equals your spell save DC, one creature the spirit can see within 10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
• Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Death Throes. When the spirit drops to 0 Hit Points or the spell ends, the spirit explodes. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the spirit. Failure: 2d10 plus this spell's level Fire damage. Success: Half damage.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Bite. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's level Necrotic damage.
Devil's Sight. Magical Darkness doesn't impede the spirit's Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Fiery Strike. Melee or Ranged Attack Roll: Bonus equals your spell attack modifier, reach 5 feet, or range 150 feet. Hit: 2d6 + 3 + the spell's level Fire damage.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical effects.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Claws. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Slashing damage. Immediately after the attack hits or misses, the spirit can teleport up to 30 feet to an unoccupied space it can see.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's 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.
Bonus Actions
Shadow Stealth. While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy. The spirit has advantage on attack rolls against frightened creatures.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's 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.
Weight of Sorrow. 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 creature's next turn.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Chilling Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d12 + 3 + the spell's 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.
Incorporeal Passage. The spirit can move through other creatures and objects as if they were Difficult Terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet traveled.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Deathly Touch. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d8 + 3 + the spell's level Necrotic damage, and the target has the Frightened condition until the end of its next turn.
Festering Aura. Constitution Saving Throw: DC equals your spell save DC, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Rotting Claw. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 feet. Hit: 1d6 + 3 + the spell's level Slashing damage. If the target has the Poisoned condition, it has the Paralyzed condition until the end of its next turn.
Multiattack. The spirit makes a number of attacks equal to half this spell's level (round down).
Grave Bolt. Ranged Attack Roll: Bonus equals your spell attack modifier, range 150 feet. Hit: 2d4 + 3 + the spell's level Necrotic damage.