Hedgehog Dozen
Eleven illusory duplicates of the touched creature appear in its space. A creature affected by hedgehog dozen seems to have a dozen arms, shields, and weapons-a swarm of partially overlapping, identical creatures. Until the spell ends, these duplicates move with the target and mimic its actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. While surrounded by duplicates, a creature gains advantage against any opponent because of the bewildering number of weapons and movements. Each time a creature targets you with an attack during the spell's duration, roll a d8 to determine whether the attack instead targets one of your duplicates. On a roll of 1, it strikes you. On any other roll it removes one of your duplicates; when you have only five duplicates remaining, the spell ends. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false as with truesight.
Classes
slughedgehog-dozen
higher_level
page
rangeTouch
target_range_sort1
componentsV, S
requires_verbal_componentsYes
requires_somatic_componentsYes
requires_material_componentsNo
material
can_be_cast_as_ritualNo
duration1 Minute
requires_concentrationNo
casting_time1 action
level_int3
spell_level3
schoolillusion
dnd_classWarlock
archetype
circles
document__slugwarlock
document__titleWarlock Archives
document__license_urlhttp://open5e.com/legal
document__urlhttps://koboldpress.com/kpstore/product-category/all-products/warlock-5th-edition-dnd/