Level
5th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
Concentration
1 Minute
School
Conjuration
Attack/Save
None
Damage/Effect
Choose one point you can see within range, then, you conjure up three hydra heads on three unoccupied spaces of your choice within 5 feet of the target. Roll initiative once. All three heads have the same initiative. When you do, choose fire, cold, lightning, acid, radiant, necrotic or force. The hydra heads use the constrictor snake statistics, with the following changes:
- The heads are size Medium, not Large, and they count as elementals, not beasts.
- The heads speed and swimming speed is 0
- The heads can attack, but they cannot use their Constrict action
- The heads are immune to the chosen damage type and their Bite attack deals damage of the chosen type instead of piercing
- The heads have a number of temporary hit points equal to your spellcasting ability modifier
- The heads have your spell attack modifier
You can spend an action to command one of the hydra heads to use a breath weapon attack, which's effect depends on the type chosen:
- Fire: The head breathes a cone of flames. All enemies in a 30-foot cone in front of the hydra head must make a Dexterity saving throw. On a failed save, all creatures in the area take 6d6 fire damage. This attack also ignites flammable objects that are not being worn or carried.
- Cold: The head breaths a beam of cold energy against the target. The head makes a ranged spell attack against a target creature within 60 ft of it. On a hit, a creature takes 4d8 frost damage and has its speed reduced to 10 feet.
- Lightning: The head shoots a bolt of lightning in a line 100 ft long and 5 ft wide. Creatures in the path must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
- Acid: The head hurls a bubble of acid on a target creature within 60 ft of it. The head makes a ranged spell attack against the target. On a hit, a creature takes 4d6 acid damage. Then, whether the attack hits or not, all creatures within 5 ft of the target must make a Dexterity saving throw. A creature take 2d6 acid damage on a failed save and half as much on a successful one.
- Radiant: The head launches a cone of bright searing light. All creatures on a 60-ft cone must make a dexterity saving throw. A creature takes 3d6 radiant damage on a failed save and half as much on a successful one. Creatures that fail their save shed bright light for 1 minute. Then, all creatures in the area must make a Constitution saving throw. On a failed save, a creature is Blinded. At the end of each of its turns, the target can make a Constitution saving throw. On a success, they are no longer Blinded.
- Necrotic: All enemies in a 30-foot cone in front of the hydra head must make a Dexterity saving throw. On a failed save, all creatures in the area take 2d6 necrotic damage. A humanoid killed by this attack is raised at the start of your next turn as a zombie for the duration of the spell.
- Force: Each head fires a bolt of energy that deals 4d4 damage to a target creature within 30 ft of the head. A creature casting the shield spell takes no damage from this attack.
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