You create a 60-foot-radius area of corruption. When the creature enters the area for the first time on a turn or starts its turn there it must make a Strength saving throw, taking 7d12 necrotic damage and becoming enervated on a failure, or half as much damage on a successful one and aren’t enervated. The area is difficult terrain, kills non-magical plants, and any creature that dies rises as a zombie or skeleton under your control for 1 hour.
Enervated: The creature takes 1d8 necrotic damage at the start of each of its turns, has disadvantage on Strength checks and saving throws, and its Strength score is reduced by 2 per level of exhaustion. In addition the creature’s movement speed is reduced by 10 feet, until the creature is healed by a spell like Greater Restoration or receives a short rest.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/14/2024 11:35:45 PM
|
7
|
0
|
--
|
Coming Soon
|
Comments