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Aberrations are spooky monsters that probably originated in either outer space or the depths of the ocean. They might often use their alien brains instead of their brawn to pew-pew you to death. Aberrations also have approximately 300% more tentacles than other monster types. Examples of Aberrations Include: Flumph.


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Summon Aberration 5e. You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block.


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Aberration edit. Aberrations are inhuman beings, curse-bearers, and defilers of forgotten evils. They themselves are not inherently evil, but a dark fate has befallen them, and most look upon them as they would a demon wearing a human's skin. Whether they embrace the dark calling of their curse or fight against it is their own choice.


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All creatures classified as aberrations in 5th edition. Forgotten Realms (Arabic) Faerûnpedia (German) Wiki Reinos Olvidados (Spanish)


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A Guide to Aberrations in DnD 5e. Most of D&D 's monster types are unified by a shared origin. Constructs are built creatures while celestials hail from the upper planes. Fey have their origins in the feywild, and undead are animated, once-alive beings. Aberrations are different. Many aberrations come from the Far Realm, a place outside D&D.


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Summon Aberration. Source: Tasha's Cauldron of Everything. 4th-level conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour. You call forth an aberrant spirit. It manifests in an unoccupied space that you.


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Generally though, aberrations can be considered as creatures that appear alien in form, though this obviously encompasses a vast array of forms and types. The challenge with fully defining aberrations is that unlike other groups of creatures in the D&D universe, they do not have an origin or abilities that are similar or linked to one another.


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Dungeons and Dragons (D&D) Fifth Edition (5e) Monsters. A comprehensive list of all official monsters for Fifth Edition.


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1. You were exposed to the Far Realm's warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2. A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you.


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I've also added the [dnd-5e] tag since this is D&D 5e content. \$\endgroup\$ - Thomas Markov.. the spell description directs you to where it can be found. Since the description for summon aberration does not direct us to the Monster Manual like we see in create homunculus, we do not need to consult the Monster Manual to figure out how.


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Aberration is a creature type in Dungeons & Dragons. Aberrations are alien entities with bizarre anatomy and strange abilities. They are frequently connected to the Far Realm, and many have mental powers. Examples of aberrations include aboleths, beholders, and mind flayers. Slaadi are sometimes classified as aberrations. The aberration type was introduced in the Monster Manual (3.0) (2000.


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Role in the Party. The Aberrant Mind Sorcerer is a powerful subclass that is packed to the brim with psionic goodness. Using these powers, these sorcerers provide a great deal of psychic utility and battlefield control to their party. Whether summoning otherworldly tentacles to ravage their enemies, manipulating the minds of those around them.


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Here are three ways you can put some weirdness into your D&D game using aberrations, using three tried and true scenarios: a kidnapped villager, a haunted building and a night at the inn. The Horrible Truth. Goblins have taken the blacksmith's child, and a party of burgeoning adventurers sets out to rescue them.


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Aberrations were creatures that were unnatural and had no place in the natural order of the Material plane or, in fact, most of the other known planes. These creatures did not fit into the natural world. Though some believed aberrations originated from the Far Realm, this was not true for all aberrations. Driders, for example, were unnatural crosses between drow and spiders. Created by the.


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Summon Aberration 5e | D&D Spell Guide. 4th-level conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a pickled tentacle and an eye ball in a platinum-inlaid vial worth at least 400 gp) Classes: Warlock & Wizard. Duration: Concentration, up to 1 hour. You call forth an aberrant spirit. It manifests in an unoccupied space.


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aberration lawful evil Abra : 1/4 30 ft. Small aberration any alignment Afilate : 3 30 ft., climb 30 ft. Small aberration unaligned Afilate Abomination : 9 30 ft., climb 30 ft. Medium aberration unaligned Ajin : 6 50 ft. Medium aberration neutral Ak'Vanezh the Devourer : 30 40 ft., swim 80 ft. Gargantuan aberration chaotic evil Alakazam : 6 35.