You choose a 5-foot-square unoccupied space on the ground that you can see within range. A magical serpent erupts from that space and occupies it for the duration. Choose one creature within 5 feet of the serpent. The target must succeed on a Strength saving throw or take 2d8 bludgeoning damage and become Restrained for the spell's duration.
A creature Restrained by the serpent can use its action to make a Strength (Athletics) check against your spell save DC, ending the effect on a success.
As an action, you can command the serpent to begin crushing a creature it has restrained. The creature must make a Strength saving throw, taking 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. Once the serpent begins constricting a creature, that creature repeats this saving throw at the start of each of its turns until it escapes or the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional serpent for each slot level above 2nd. Each serpent must appear in a different unoccupied space and can target a different creature.
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