Compel Bone. At the beginning of each players turn, they must make a dc 17 wisdom saving throw or forfeit their action to make an attack roll against a target of Alastair's choice. Alastair can move this player up to 15 feet before making one attack roll. Each time a player fails this save, the DC decreases by 1.
Grasp. (Recharge 5-6) Target player must make a dc 15 dexerity saving throw or be grappled by bone tendrils. On a failure, the player takes 3d6 damage and is restrained until either the cage has taken 23 damage or Alastair uses the attack on a different target .
Core Tendril. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 3d6 + 4 piercing damage.
Branch Tendril. Melee Weapon Attack: +6 to hit, reach 10 ft (from wall)., 1 target. Hit: 2d6 + 4 piercing damage.
Comments