Three rocks form in your space, hovering around you. Until the spell ends, the rocks move with you, shifting position so to conceal you. For each rock that remains hovering around you, your ac increases by 1.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of these rocks. If you have three rocks, you must roll a 6 or higher to change the attack's target to one of the rocks. With two rocks, you must roll an 8 or higher. With one rock you must roll an 11 or higher.
A rock's AC equals 10 + your dexterity modifier. If an attack hits a rock, the rock is destroyed. A rock can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three rocks are destroyed.
As an action, you may hurl one of the rocks at a target, destroying it on a successful hit. Make a ranged spell attack against a target. This attack deals 2d8 bludgeoning damage on a successful hit.
Cylinders of stone rise on either side of a creature, attempting to restrain and subdue them. The creature must make a Dexterity saving throw. The creature takes 4d10 bludgeoning damage and becomes restrained between the pillars on a failed save, or half as much damage and not restrained on a successful one.