Earth Serpent
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: Clay
Duration: Concentration (maximum 1 minute)
Damage/Effect: magical bludgeoning
Creates 3 earth serpents within 10" of the caster that can then move 60' per turn (30" tunnelling) to a maximum of 240" away from the magician.
Each earth serpent as:
- hit points = 30 + 2x magician proficiency;
- AC = 12 + 2x caster proficiency;
- Unnatural toughness - all damage dealt from one source is reduced by 3 hp;
- Resistance to piercing, slashing and bludgeoning damage, and poison damage;
- Immunity to all conditions.
Earth Serpents have substance and can be hit and damaged as normal. An earth serpent dissipates if it is reduced to 0 hit points, is dispelled or the caster fails a concentration check.
Each turn the magician can direct an individual Earth Serpent to attack an individual target and on a successful hit 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 Earth Serpent and does the following to a target on a successful hit:
- target (large or smaller) is automatically restrained, or has movement reduced by 10" if giant size or bigger until the end of the target's next turn unless a strength savings throw (with disadvantage) is successful. On a success, a large or smaller creature has it's movement reduced by 10" and a giant or larger creature ignores this effect;
- deals 2d12 + 2x proficiency bonus magical bludgeoning damage;
- automatically deals 2d12 + 2x proficiency bonus magical bludgeoning damage at the start of the target's turn while target is restrained, and target must continue to make DC strength savings throws.
At higher levels: Every spell slot 2 levels above 4th creates an additional Earth Serpent.
Available for: Elderday magic