Upon opening the scroll that contains this spell. The image of glyphs and ancient texts burns into your memory. For 1 Minute you absorb the spells power.
once the spell is learned the parchment ignites and gets consumed. Never to be read again. But you are now able to conjure your own Water Worgs. The worgs roll their own initiative and have a separate turn
Knowing this spell doesn’t affect your prepared spells for the day.
you can some one water worg with these stats. Only one can be active at a time unless using spell slots of higher levels.
AC=14 (Land) AC=16(water)
HP= 64
Speed- land: 40ft, Water: 60ft
Damage immunities- poison, water, fire.
Damage Resistances- frost, slashing, piercing, bludgeoning.
Weakness to thunder/lightning- extra 1d6 damage if hit by lightning or thunder.
While in water if hit with thunder/lightning damage. The electricity spreads in a 40’ diameter inflicting 1d6 on any creature in affected area.
Perception +4
Str- 17(+3)
Dex- 16(+3)
Con- 18(+4)
Int- 10(+0)
Wis-11(+0)
Cha-10(+0)
Hydration- If the water Worg is in water it regains 1d6 per round health. As long as it has at least 1hp As it uses the water to cure its wounds.
Bite- 2d6+4 on a hit DC= 15 strength saving throw or be knocked prone
Claw- 1d8+2 the worgs claws turn to ice.
a 5th lvl spell will let you summon two water worgs.
7th lvl spell = 3 water worgs
9th lvl= 4 water worgs.
* - (A pint of water. Or any natural water source. )
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Posted Dec 7, 2019Please let me know what you guys think :).
thank you for reading.