Whipping, 6 Bright white Tendrils fill 6, 6 -foot circles on ground that you can see within range surrounding the opponent. For the duration, these Tendrils whip and slash at the enemy making them take 4d8 bludeoning damage.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Wisdom or intelligence saving throw or take 4d8 bludgeoning damage and be restrained by the Tendrils for 2 actions. A creature that starts its turn in the area and is already restrained by the Tendrils takes 4d8 bludgeoning damage.
A creature restrained by the Tendrils can use its action to make a Wisdom or Intelligence check (its choice) against your spell save DC. On a success, it frees itself from the grasp of the Tendrils.
* - (One of four Celestial amulets )
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