Monster Conjurer

You gain the power to summon creatures from out of nowhere.

You can use an action to manifest a ball of magic in your hand and throw it up to 20 feet. When the ball lands, it transforms into a creature you determine by rolling a d8 (1—ankylosaurus, 2—basilisk, 3—giant scorpion, 4—hell hound, 5—manticore, 6—nightmare, 7—owlbear, 8—yeti). The creature vanishes after 24 hours or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn.

At the start of each of your turns you can command (no action required) how the creature moves and what action it takes, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once you use this feature, you can’t use it again until you finish a short or long rest.

Section 15: Copyright Notice

Legendary Adventures © 2020 Mike Myler, published under license by Legendary Games.

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