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Description

The secrets of the ancient tomb guardians will remain with them, until the wards are broken and the chambers unsealed.

When you cast this spell, you throw the serpent to a point within range and empower it with magical energy. The serpent freezes and becomes still, waiting to strike. Whenever a hostile creature starts its turn or enters a space within 5 feet of the serpent, the serpentine ward bites at the creature. The target must make a Dexterity saving throw. If it fails, it takes 4d10 poison damage and is poisoned until the start of its next turn. The serpentine ward has 18 AC, 20 hit points, and is immune to magic. When the spell ends, the serpent attempts to return to your possession.

At Higher Levels

Available Classes