The caster needs only to touch one or two intended target(s) within 5' of each other. The attempt requires a DC 10 (Add casters DEX bonus to the roll and subtract each individual target's DEX bonus from the caster's roll(s).) For example, if the caster's DEX bonus is 2, Target One's DEX bonus is 1 and Target Two's DEX bonus is 3, then the caster would need a 9 to grip Target 1 and an 11 to grip Target 2. Animated monsters such as golems (except for flesh golems) are not affected by this spell. Targets must consist of living tissue, even if it's plant tissue. If successful, the caster touches and grips onto the target(s) for up to 5 rounds, ending sooner than 5 rounds only if the caster chooses to let go, dies, gets distracted by taking damage or a target reaches 0 hit points. Once attached, the caster causes the inner turgid pressure of all the target's cell walls to increase due to a heightened volume of fluids within every cell in the body. The pressure continues to increase in each of the 5 rounds, causing the following damage & effects.
1st Round: 7 (2d6) physical damage with no save and there are no resistances against this damage once the caster is latched on. Target(s) must make a DC 18 CON save or be stunned this round. See stunned. (regardless of being stunned this round or not, the target is still gripped onto and is unable to break free or attack the caster. Non-stunned target(s) may attack another enemy, however, with a disadvantage on the attack.)
2nd Round: 10 (3d6) physical damage with no save and there are no resistances against this damage once the caster is latched on. Target(s) must make a DC 19 CON save or be stunned this round. See stunned. (regardless of being stunned this round or not, the target is still gripped onto and is unable to break free or attack the caster. Non-stunned target(s) may attack another enemy, however, with a disadvantage on the attack.)
3rd Round: 10 (3d6) physical damage with no save and there are no resistances against this damage once the caster is latched on. Target(s) must make a DC 20 CON save or be stunned this round. See stunned. (regardless of being stunned this round or not, the target is still gripped onto and is unable to break free or attack the caster. Non-stunned target(s) may attack another enemy, however, with a disadvantage on the attack.)
4th Round: 14 (4d6) physical damage with no save and there are no resistances against this damage once the caster is latched on. Target(s) must make a DC 21 CON save or be stunned this round. See stunned. (regardless of being stunned this round or not, the target is still gripped onto and is unable to break free or attack the caster. Non-stunned target(s) may attack another enemy, however, with a disadvantage on the attack.)
5th Round: 14 (4d6) physical damage with no save and there are no resistances against this damage once the caster is latched on. Target(s) must make a DC 22 CON save or be stunned this round. See stunned. (regardless of being stunned this round or not, the target is still gripped onto and is unable to break free or attack the caster. Non-stunned target(s) may attack another enemy, however, with a disadvantage on the attack.)
This spell may never be used twice in the same day against the same creature.
Level
7th
Casting Time
1 Action
Range/Area
Touch
Components
V
Duration
Concentration
5 Rounds
School
Transmutation
Attack/Save
None
Damage/Effect