You call forth The Thing with the Writhing Tail. It manifests in an unoccupied space that you can see within range. This corporeal form uses the stat block below. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell’s level appears in the stat block.
) Choose a creature within range that has natural armor or is wearing armor. You magically cause the creature’s natural or manufactured armor to become corroded and brittle for the spell’s duration. While its armor is corroded, the creature’s AC becomes 10 + the creature’s Dexterity modifier.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target one additional creature for each slot level above 4th.
A wave of poisonous fumes emanates from you. Creatures within 30 feet of you must make a Constitution saving throw.
On a failed save, each creature takes 4d12 poison damage and is poisoned until the end of your next turn. On a successful saving throw, a creature takes half as much damage and does not become poisoned.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d12 for each slot level above 4th.
You target a creature you can see within range with a beam of holy light that shines down upon them. The target must make a Wisdom saving throw. The target takes 8d8 radiant damage on a failed save, or half as much damage on a successful one. This spell has no effect on celestials or constructs.
If you target an undead or fiend, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If an undead or fiend is reduced to 0 hit points by this spell, it dies and its body is reduced to ash.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may target an additional creature within 30 feet of each other for each spell level above 5th.
A small patch of three poison mushrooms magically sprout in a 5-foot square that you can see within range. The mushrooms emit toxic spores, and any creature that starts its turn within 10 feet of the mushroom patch must make a Constitution saving throw. On a failed save, the creature takes 1d8 poison damage for each mushroom in the patch and is poisoned until the start of its next turn.
Until the spell ends, you can use a bonus action on your turn to cause an additional mushroom to sprout within the patch.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, one additional mushroom sprouts with the initial patch for each slot level above 4th.
You cause the triggering creature’s body to explode in a violent shower of gore and infected flesh. Creatures within 10 feet of a point centered on the triggering creature’s body take 4d8 necrotic damage and 4d8 acid damage, or half as much damage on a successful Dexterity saving throw.
At Higher Levels. If you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 acid damage for each slot level above 4th.
You infect a creature you can see within range with a magical disease in the form of a malignant parasite. Once per turn when a creature hits the infected target with a weapon attack, that attack deals an additional 4d6 necrotic damage, and the attacker regains hit points equal to the necrotic damage dealt. Each time the infected target takes this necrotic damage, it makes a Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d6 for each slot level above 4th.