Summon Wildling

3rd-level conjuration

Casting Time: 1 action

Range: 60 ft.

Components: V, S, M* (a dozen seeds placed in a bowl worth at least 300 gp)

Duration: Concentration, up to 1 hour

You call forth a wildling spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Wildling Spirit stat block. When you cast the spell, choose a plant creature type: Floral, Fungal, or Wooden. The creature resembles a plant creature of your choice that has the aspects of the spirit type, which determines certain traits in its stat block.

The creature disappears when it drops to 0 hit points or when the spell ends. The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Wildling Spirit

Medium plant

Armor Class 11 (13 if Wooden) + the level of the spell (natural armor)
Hit Points 30 (50 if Wooden) + 10 for each spell level above 4th
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 2 (-4) 16 (+3) 2 (-4)

Damage Resistances bludgeoning, lightning, piercing, radiant
Damage Vulnerabilities fire, cold
Condition Immunities blinded, deafened
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 13
Languages understands the languages you speak

Special Traits

  • False Appearance. While the wildling spirit remains motionless in its true form, it is indistinguishable from a normal plant.

Actions

  • Multiattack. The wildling makes a number of attacks equal to half this spell’s level (rounded down).
  • Slam (Fungal or Wooden only). Melee Weapon Attack: your spell modifier to hit, reach 5 ft., one target. Hit: 2d8 + the spell’s level bludgeoning damage.
  • Thorns (Floral only). Melee or Ranged Weapon Attack: your spell modifier to hit, reach 5 ft. or range 30 ft., one target. Hit: 2d6 + the spell’s level piercing damage.
  • Paralyzing Spores (recharge 5-6) (Fungal only). The wildling ejects spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw against your spell save DC or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Alluring Scent (recharge 5-6) (Floral only). The wildling releases an alluring scent at one creature it can see within 30 feet of it. The target must succeed on a Wisdom saving throw against your spell save DC or the creature must use its movement to get as close to the wildling as possible on its next turn.
Section 15: Copyright Notice

Desmeena’s Anthology of Spellcasting Copyright 2020 Loremaster’s Archives of Wonder Publishing Author: Dev Waslusky

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