Attendant Aspect (5e Creature)

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Attendant Aspect[edit]

Medium celestial, any alignment (usually neutral)

Armor Class 11
Hit Points 9 (2d8)
Speed 30 ft.

10 (+0) 12 (+1) 10 (+0) 11 (+0) 11 (+0) 14 (+2)

Skills Medicine +2, Persuasion +4, Survival +2
Damage Immunities psychic
Condition Immunities paralyzed, petrified, unconscious
Senses passive Perception 10
Languages usually two, telepathy 120 ft.
Challenge 1/4 (50 XP)

Sense Magic. At all times the attendant aspect senses magic within 60 feet of it. Powerful or continuous uses of magic (as well as large, magical locales) can be detected from even greater ranges (at DM's discretion).

Innate Spellcasting. The attendant aspect's spell casting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights, mending, minor illusion, prestidigitation
1/day: sanctuary


Decorative Scepter. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Dream creatures similar to a guardian aspects, attendant aspects are created to serve their creators in some specific task or role. Unlike guardian aspects, the attendant aspects are far less powerful and serve more mundane (usually more peaceful) functions as skilled retainers and assistants. They serve tirelessly and loyally.
An attendant aspect resembles a headless, androgynous humanoid in plain garb. Directly above its neck hovers a tall whirlwind of impenetrable gray smoke and vapor.
Attendant aspects avoid combat but will fight if ordered to or to defend themselves.

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