As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: **Antipathy.** The creature has the Frightened condi- tion. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. **Sympathy.** The creature has the Charmed condi- tion. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can’t willingly move away. If the target damages the Charmed creature, that creature can make a **Animated Object** *Huge or Smaller Construct, Unaligned* **AC** 15 **HP** 10 (Medium or smaller), 20 (Large), 40 (Huge) **Speed** 30 ft. MOD SAVE MOD SAVE MOD SAVE **S***tr** 16 +3 +3 **D***ex** 10 +0 +0 **C***on** 10 +0 +0 **I***nt** 3 -4 -4 **W***is** 3 -4 -4 **C***ha** 1 -5 -5 **Immunities** Poison, Psychic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned **Senses** Blindsight 30 ft.; Passive Perception 6 **Languages** Understands the languages you know **CR** None (XP 0; PB equals your Proficiency Bonus) Actions **Slam.**Melee Attack Roll:* Bonus equals your spell attack modifier, reach 5 ft. *Hit:* Force damage equal to 1d4 + 3 (Medium or smaller), 2d6 + 3 + your spellcasting ability modifier (Large), or 2d12 + 3 + your spellcasting ability modifier (Huge).
Level8thSchoolEnchantmentTime1 hourRange60 feet