Summon Grave Spirit

You summon an undead creature which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you

Level
3
School
Necromancy
Casting time
action
Range
60 ft
Components
V, S, M
Duration
1 hour
Classes
Warlock, Wizard
Concentration
Yes

You summon an undead creature which manifests in an unoccupied space that you can see within range. It uses the Grave Spirit stat block, and you select the Ethereal, Ghoulish, or Bone option when you cast the spell. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands. If you don’t issue a command, it takes the Dodge action and moves only to avoid hazards.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, certain values increase in its stat block.

Grave Spirit

Medium undead

  • * *
  • Armor Class 10 + the level of the spell (natural armor)
  • Hit Points 15 (Ethereal) or 25 (Ghoulish & Bone) + 10 for each spell level above 3rd
  • Speed (Ghoulish & Bone) 30 ft.
  • Speed (Ethereal) 20 ft. fly
  • * *

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 14 (+2) | 14 (+2) | 6 (-2) | 10 (+0) | 8 (-1) |

  • * *
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages understands the languages you speak
  • Proficiency equals your bonus
  • * *

_Ghostly Movement (Ethereal Only)._ The spirit can move through creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it appears in the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.

_Terrifying Grasp (Ethereal Only)._ Once on its turn when it hits an enemy with a melee attack, the spirit can force the target to make a Wisdom saving throw against your spell save DC or become frightened until the end of its next turn.

_Revive From Bones (Bone Only)._ When reduced to 0 hp by anything other than a critical hit or bludgeoning, force, or radiant damage, the spirit leaves its bones behind instead of disappearing. As a bonus action, you can revive it at 1 hit point.

  • * *

<h3>Actions</h3>
<em><strong>Multiattack.</strong></em> The spirit makes a number of attacks equal to half this spell's level (rounded down).
<em><strong>Deathly Chill (Ethereal Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d4 + 2 + the spell's level necrotic damage.
<em><strong>Bone Arrow (Bone Only).</strong></em> <em>Ranged Weapon Attack:</em> your spell attack modifier to hit, range 80/320, one target. <em>Hit:</em> 1d6 + 2 + the spell's level piercing damage.
<em><strong>Vile Claws (Ghoulish Only).</strong></em> <em>Melee Weapon Attack:</em> your spell attack modifier to hit, reach 5 ft., one target. <em>Hit:</em> 1d6 + 3 + the spell's level slashing damage. The target must make a Constitution saving throw against your spell save DC or become poisoned until the end of its next turn. If the target is already poisoned, they are paralyzed instead.

Source and licence

From Spells That Don’t Suck.

Licence: SRD (CC BY 4.0).

Every licence notice Tavern Bag relies on.