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Conjure Aberration

5th-level conjuration

Casting Time: 1 minute

Range: 90 feet

Components: V, S, M (a piece of aberration flesh)

Duration: Concentration, up to 1 hour

You call forth an aberration from the Plane of Madness.

An aberration of challenge rating 5 or lower appears in an unoccupied space at a point in range. Upon summoning the fiend you and it share its alien mind.

The aberration disappears when it drops to 0 hit points or when the spell ends.

The aberration is not hostile to you and your companions for the duration. Roll initiative for the fiend, which has its own turns. It obeys any mental command that you issue to it (no action required by you). If you don’t issue any commands to the aberration, it acts on its own accord, doing whatever it’s alien mind dictates is the right cause at that time, GM’s discretion.

If your concentration is broken, the aberration doesn’t disappear. Instead, your mind is thrust deep into the alien’s mind. You lose control of the aberration and you are stunned for one round. The aberration becomes hostile toward you and your companions, and it might attack. An uncontrolled aberration can’t be dismissed by you.

The GM has the aberration’s statistics.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.