You conjure four hooked chains that burst out of the ground in an unoccupied space you can see within range. The chains lash out at one creature within 10 feet of their origin, attempting to hook into the flesh of the target. Each chain has AC 18, 20 hit points, resistance to bludgeoning, piercing, and slashing damage from non-adamantine weapons, and immunity to lightning, necrotic, poison, psychic, and radiant damage. A chain disappears if it drops to 0 hit points.
The creature being attacked by the chains must make a Dexterity saving throw. If the saving throw fails, all four chains attach themselves to the target and restrain it. At the beginning of each of the creature's turns, it takes 1d6 piercing damage per chain attached to it. As an action, the creature can make a Strength saving throw to break free from the chains; the DC increases by 1 for each chain that's attached to it. If the target escapes, the spell ends.
If the target succeeds its initial saving throw, each other creature within 10 feet of the chains' origin must make a Dexterity saving throw or be hooked by one chain, with effects described above.
* - (A hooked chain from a torture chamber)
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