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|components=V, S | |components=V, S | ||
|duration=Concentration, 1 minute | |duration=Concentration, 1 minute | ||
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You call forth a creeper at a location which immediately use its melee attack. The creeper has the following properties: | You call forth a creeper at a location which immediately use its melee attack. The creeper has the following properties: |
Revision as of 15:21, 27 January 2023
1st Level | |
Casting Time | 1 action |
Range | 60 feet |
Component(s) | V, S |
Duration | Concentration, 1 minute |
You call forth a creeper at a location which immediately use its melee attack. The creeper has the following properties:
- A melee attack, targeting the nearest foe within 10 feet and deals 1d6 necrotic damage. On a successful attack, the target cannot move until the end of their next turn, or lose half their movement on a fail.
- May perform opportunity of attacks within a 10-foot radius.
- The creeper has
5 + your spellcasting modifier
as hit points, 13 AC and uses your stats for saving throws.
For the duration, you may as an action:
- Call forth another creeper which immediately use its melee attack. You may have a total of your level in number of creepers at the same time.
- Cause all your creepers to use their melee attacks.
You may at any time cause a creeper to withdraw and if you lose concentration, all creepers will immediately withdraw. This spell ends if you have no creepers alive.
Power Increase
When you cast this spell using a spell slot of 2nd level or higher, you may within 20 feet of the first creeper, call forth an additional creeper for each slot level above 2nd.