The clone can only make physical attacks, but the illusion allows it to “fake” any spells or special abilities the caster knows that the creature had in life. The corpse’s scent is hidden with the illusion. The clone can speak with a perfect impersonation of the creature’s voice when it was alive, provided the caster was around to hear it. The clone has the same statistics as a Zombie, though it is considered neither undead nor alive. You mentally control the actions of the clone as long as you remain within 300 ft. The clone is an illusion surrounding a telekinetic puppet of the original corpse. You create an illusory clone of a dead humanoid creature you touch. Each mushroom that a living creature ingests heals them for 1d4 hit points. Each corpse spawns a mushroom that can be ingested using an action. You infest up to ten flesh-based corpses within range with yellow spores from the Carrion King of fungi. During each of your turns, you can use your action to maintain concentration on this spell.Īt higher levels: When you cast this spell using a spell slot of 2nd or higher, the damage increases by 1d10 for each spell slot above 1st. On a failed saving throw, the creature takes 2d10 acid damage. The creature must make a CON save at the start of each of their turns. You turn the blood of a creature you can see within range into acid. Creatures that succeed at their saving throw take no damage but are blinded for 1d4 rounds. Creatures that fail their saving throw are blinded permanently and take 10d6 psychic damage. Creatures that fail their saving throw by 5 or more are killed instantly. All creatures of your choice that can see you within 60 ft. You shroud your body in fantastic, lethal beauty. Creatures hit with multiple spikes only free themselves from one spike with each successful saving throw. Restrained creatures must make a CON check using their action to attempt to rend themselves free from the spike. The size of the creature determines the maximum number of spikes you can damage someone with.Įach spike that hits deals 3d8 piercing damage and restrains the creature it hits. You can make a ranged spell attack with each of the spikes, each targeting a creature of your choice. The result is the number of spikes you can summon. You cause black spikes to erupt from the floor, ceiling, or walls to impale creatures within range. Until the spell ends, you can direct the vine to lash out at the same creature or another one as an action on each of your turns. Creatures pulled in this way take 5d10 lightning damage. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the tentacle. When you cast this spell, you can direct the tentacle to lash out at a creature within 30 feet of it that you can see. The tentacle sprouts from the ground in an unoccupied space of your choice that you can see within range. You conjure a tentacle whose slick purple skin crackles with electricity. Duration: Concentration, up to 1 minute.Image credit: Benjamin Ee Arm of the Far Realm
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