Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 1d8 bludgeoning damage and 1d4 psychic damage, and be restrained by the tentacles as they penetrate the victim until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes increasing bludgeoning and psychic damage at the beginning of each turn (e.g. 2d8 + 2d4 on Turn 2, 3d8 + 3d4 on Turn 3, etc.).
A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Subsequent checks after Turn 1 are made at disadvantage as the tentacles strengthen their grip upon the victim and penetrates deeper into the victim.
* - (a piece of tentacle from a giant octopus or a giant squid)
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