Abyssal Pet (5e Spell)
9th-level Necromancy | |
Casting time: | 1 hour |
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Range: | 5 feet |
Components: | V, S, M (a condensing altar worth 1,000 gp, a candle lit with the blood of a beloved dead pet, and the creature’s remains) |
Duration: | Permanent |
You perform a dark and taxing ritual to reach into the Abyss and retrieve the spirit of a fallen animal companion. The process offers resurrection—of a sort—but the spirit does not return unchanged.
After 1 hour (or at the DM’s discretion), the spirit returns—forever changed by its exposure to the Abyss. At the end of the ritual, the candle burns blue and gutters out, and a spectral form emerges. You must succeed on a DC 18 Constitution saving throw to maintain focus as you tear open a brief portal to the Abyss. If you fail, the spirit is lost. Roll a d100 and consult the Abyssal Mutation Table. The severity of mutation ranges from subtle cosmetic changes to total transformation into a monstrous entity. The creature may resemble its former self, or it may be unrecognizable.
The spirit then inhabits its original body (which must be intact or magically preserved), restoring it to life as a permanently changed creature under your control. The DM determines the exact mutations, abilities, and CR of the resulting creature, using the original stat block as a base, with modifications for the mutations.
Additional Effects:
- Only works on a beast or monstrosity that was your animal companion (or familiar, at DM's discretion).
- The creature retains all memories and personality of its former life, including the situation of its death.
- The resurrection is permanent unless the creature is slain again. It cannot be revived by Abyssal Pet a second time.
- The creature retains its loyalty to you and recognizes prior allies.
- The creature’s form may include physical mutations such as wings, tentacles, acid breath, additional limbs, or grotesque visages.
- The DM may apply mechanical adjustments (increased attacks, altered speed, loss of limbs, etc.) based on mutations.
Failure Conditions:
- If the blood used is not from a pet you personally owned and bonded with, the spell fails.
d100 | Result |
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01–20 | Horrific Mutation: The creature returns as a CR 9 Abyssal Horror (use Bone Devil stats with cosmetic changes). It is loyal to you but suffers from an uncontrollable compulsion: roll a d6 each dawn. On a 1, it attacks the nearest living creature. |
21–60 | Partial Mutation: The creature returns with 1d4 mutations (see Mutation Table). Use its original stat block with the following adjustments: +2 to AC, +30 ft. darkvision, immunity to poison, and a new attack granted by a mutation. |
61–90 | Tainted Form: The creature returns nearly unchanged, bearing minor abyssal marks (blackened eyes, shadowy fur, warped voice). It gains the Fiend in addition to its other types and has resistance to necrotic damage and darkvision 60 ft., but is vulnerable to radiant damage. |
91–100 | Clean Return: The creature returns whole and unchanged, as if revived by true resurrection. It gains no mutations, but retains faint memories of the horrors of the Abyss (may manifest as nightmares or fear effects at DM’s discretion). |
d8 | Mutation |
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1 | Tentacle Maw: Gains a melee tentacle attack (Reach 10 ft., 2d6 bludgeoning + grapple [DC 13]). |
2 | Leathery Wings: Gains a 40 ft. flying speed. |
3 | Abyssal Carapace: +2 AC, and resistance to nonmagical bludgeoning, piercing, and slashing. |
4 | Acidic Breath: Once per short rest, 15-ft. cone (Dex save DC 16), 6d6 acid damage. |
5 | Shifting Flesh: Can take the Disengage or Hide action as a bonus action. |
6 | Void Eyes: Gains truesight 60 ft. |
7 | Necrotic Aura: Any creature that hits it with a melee attack takes 1d8 necrotic damage. |
8 | Fragmented Soul: The creature can cast Misty Step once per long rest and is immune to being charmed. |
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