You erupt in a violent bloom of flesh and tendon as finger-like appendages tear free from your chest, lashing outward in a brutal, instinctive counterattack.
When you are hit by a melee attack, you may use your reaction to manifest up to six appendages, each targeting a creature of your choice within 15 feet of you (including the triggering attacker). Multiple appendages may target the same creature.
Make a melee spell attack for each appendage. On a hit, an appendage deals 2d12 bludgeoning damage and the target is grappled (escape DC equals your spell save DC). Until the grapple ends, the target is restrained by that appendage.
Each appendage has an effective Strength score of 22 (+6) for the purposes of shoving, moving objects, and Athletics checks. An appendage can grapple one creature at a time. You may grapple up to six creatures total, or concentrate multiple appendages on fewer creatures.
A creature grappled by an appendage takes an additional 2d12 bludgeoning damage at the start of its turn as the crushing grip tightens.
A creature can use its action to attempt to escape a grapple, making a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC. On a success, that appendage retracts and vanishes.
All remaining appendages retract and disappear at the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you create one additional appendage for each slot level above 6th.
* - which you take when you are hit by a melee attack
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