Air Serpents
4-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 10"
Components: Verbal, Somatic, Material
Materials: Incense Powder
Duration: Concentration (maximum 1 minute)
Damage/Effect: thunder
Creates 3 air serpents within 10" of the caster that can then move 90' per turn to a maximum of 360" away from the magician.
Each air serpent has:
- hit points = 25 + 2x magician proficiency bonus;
- AC = 10 + magician proficiency bonus;
- Resistance to piercing, slashing and bludgeoning damage, and lightning damage;
- Immunity to all conditions and thunder damage
The air serpents have substance and can be hit and damaged as normal. All attacks vs them are with disadvantage. An air serpent dissipates if it is reduced to 0 hit points, is dispelled or the magician fails a concentration check.
Each turn the magician can direct an individual Air Serpent to attack an individual target. If an Air Serpent successfully strikes a target, the Air Serpent stays attached to the target unless destroyed, the magician loses concentration or is directed away by the magician.
An attack roll is made each round for each Air Serpent and does the following to a target on a successful hit:
- engulfs the target in a mini whirlwind; and
- deals 2d6 + proficiency bonus thunder damage; and
- deals 2d6 + proficiency bonus thunder damage to the target at the start of target's next turn while the Air Serpent is attached; and
- all ranged attacks made by or against the target are made with disadvantage; and
- movement is reduced by half in addition to any other movement restrictions
At higher levels: Every spell slot 2 levels above 4th creates an additional Air Serpent.
Available for: Atlantis 12th Iteration