Piles of dung come to life at your command. Choose up to ten nonmagical piles of dung within range. The size of the dung pile comes from the size of the creature it came from (Tiny from Tiny, Huge from Huge, etc.). Medium targets count as two piles of dung, Large targets count as four piles of dung, Huge targets count as eight piles of dung. You can't animate any pile of dung larger than Huge. Piles of dung may be split; a Huge pile of dung could be turned into eight Small piles, or two Large piles. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points. Tiny, Small and Medium piles of dung animated in this way are considered Tiny creatures, while Large and Huge piles are Small creatures.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature tries to attack any creature except the creature it originated from, the caster of this spell and their allies, constructs, or creatures that do not have a mouth. Once given an order, the creature continues to follow it until its task is complete.
Animated Pile of Dung Statistics
|
SIZE |
HP |
AC |
STR |
DEX |
ATTACK |
|
Tiny |
5 |
12 |
8 |
14 |
+0 to hit, 1d4 damage |
|
Small |
7 |
11 |
10 |
12 |
+2 to hit, 1d4 damage |
|
Medium |
10 |
10 |
12 |
10 |
+3 to hit, 1d4 damage |
|
Large |
13 |
9 |
14 |
8 |
+4 to hit, 1d4 damage |
|
Huge |
20 |
8 |
16 |
6 |
+5 to hit, 1d4 damage |
An animated pile of dung is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 2, and its Charisma is 1. Its speed is 15 feet. It has blindsight with a radius of 30 feet and is blind beyond that distance. Tiny, Small and Medium piles of dung are proficient in Dexterity (Acrobatics), while Large and Huge piles are proficient in Strength (Athletics). When the animated pile of dung drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to its original form.
If you command a pile of dung to attack, it can make a single grapple attack against a creature within 5 feet of it, contested against the target’s Strength or Dexterity check. Alternatively, if a dung pile's size is two or more sizes smaller than the target creature (i.e., a tiny/small/medium pile, being a Tiny creature, attempting to grapple a Huge creature), they can instead attempt to climb on that creature. See the Dungeon Master's Guide, page 271 for rules on climbing onto larger creatures.
Once a target is grappled or climbed upon, a pile of dung can then attempt to shove itself down the throat of the victim by making another melee attack as a bonus action. On a hit, the pile of dung deals 1d4 bludgeoning damage and the target must make a Constitution Saving Throw with a DC equal to your spell save DC, becoming poisoned for 1 hour on a failure, and the pile of dung takes 5 damage. Constructs do not need to make the Saving Throw and cannot be poisoned by animated dung.
Once the spell ends, any animated piles of dung revert to their original, non-creature forms.
At Higher Levels. If you cast this spell using a spell slot of 3rd level or higher, you can animate two additional piles of dung for each slot level above 2nd.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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8/26/2024 12:01:47 AM
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5
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1
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5th
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Coming Soon
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9/1/2024 4:58:31 PM
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7
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1
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--
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Coming Soon
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