Maw of the Abyss
9th-level conjuration
- Casting Time: 1 action
- Range: 360 feet (30-foot deep, 30-foot wide cylinder)
- Components: V, S
- Duration: Concentration, up to 10 minutes.
A gigantic, demonic maw opens from a location of your choice you can see. The ground rumbles and white-ish fangs devour a 30-foot deep, 30-foot wide cylinder of terrain, which disappears in an extra dimensional gullet. The Maw of the Abyss opens with a trembling growl and spreads terrifying, winged demon spirits all around who drag any creature within 50 feet into the maw. The gigantic jaws devour any creature inside the maw and make them disappear from this Plane of Existence.
Demon Spirits. The demon spirits act independently on your initiative count but immediately after your turn. The spirits spend their turns by dragging up to four of the nearest non-demons within 50 feet of the maw into it. The targeted creature can make a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC to avoid being dragged.
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Inside the Maw. The maw's area is considered difficult terrain. A creature that starts its turn in the maw must make a Dexterity saving throw, or it is swallowed, falling into the bottom of the gullet. While swallowed, the creature is blinded and restrained, and it takes 10d6 acid damage at the start of each of your turns. If the creature drops to 0 hp, its body is instantly devoured, and its soul rises as a new demon spirit. For every three new demon spirits, the number of creatures they can target increases by one.
If the maw takes 30 damage or more on a single turn from a creature inside it, then you must succeed on Constitution saving throw at the end of that turn, or the maw will regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the maw. The DC equals half of the damage taken.
Moving the Maw. As an action on your turn, you can move the maw up to 60 feet to a new location you can see. The maw retracts and then appears in the new location.
Concentration. At the end of each of your turns, make a Charisma saving throw against your spell DC. The maw remains under your control until you make three consecutive failed saves. When it happens, the spell doesn't require your concentration anymore (see below).
When Concentration Ends. The maw becomes uncontrolled, and it spends the rest of the duration pursuing and devouring the nearest non-demons to the best of its ability. It remains for 1 minute, and then it disappears along with the demon spirits leaving no trace on the surface of its existence. Creatures devoured by the maw or trapped inside by it are transported into the gullet of Yeenoghu, Lord of Savagery.