Conjure the Crimson Claws of Night (5e Spell)
You create a pair of Large, wickedly sharp, blood-red claws like the claws of an animal in unoccupied spaces that you can see within range. The claws last for the spell's duration, and move at your mental command.
7th-level Conjuration | |
Casting time: | 1 action |
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Range: | 120 feet |
Components: | V, S, M (an iron gauntlet, drenched in the fresh blood of a humanoid) |
Duration: | Concentration, up to 1 minute |
Each claw is an object that has AC 20 and hit points equal to half your hit point maximum. If a claw drops to 0 hit points, it vanishes. The spell ends if both claws drop to 0 hit points.
When you cast the spell and as a bonus action on your subsequent turns, you can move each claw up to 60 feet and then cause one of the following effects with each claw.
Claw. The claw strikes one creature or object within 5 feet of it. Make a melee spell attack for the claw using your game statistics. On a hit, the target takes 6d8 slashing damage and if it is no larger than Medium size, it is grappled (escape DC = your spell save DC). While a creature is grappled, it is also restrained.
Crush. The claw crushes a grappled creature or object, automatically dealing 6d8 slashing damage.
A creature or object does not have resistance or immunity to slashing damage from the claws unless it also has resistance or immunity to slashing damage.
If your concentration is broken, the claws don't disappear. Instead, you lose control of the claws, they become hostile toward you, ignoring all other creatures to attack you until you are dead. Uncontrolled claws can't be dismissed by you, and they will pursue you until they you or the claws are dead, whichever comes first. Should you fall unconscious or dead, the claws will grab your body and vanish; you will never be seen again. Any attempts to bring you back to life short of a wish spell or divine intervention will fail.
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