Malevolent Fists Of Spite

Malevolent Fists of Spite

Tier 3 Epic evocation

Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a small, crushable beast)
Duration: Concentration, up to 1 minute


You create two Huge fists of sickly black energy in two unoccupied spaces that you can see within range. The fists last for the spell’s duration and move at your command, mimicking the movements of your own hands.

Each fist is an object with an AC of 26 and 500 hit points. A fist has a Strength of 34 (+12) and a Dexterity of 10 (+0) and does not fill its space. If a fist drops to 0 hit points, it gives a final offensive gesture before exploding. Each creature within 20 feet of the hand when it explodes must succeed on a Dexterity saving throw or take 20d8 points of force damage, or half as much on a success.

When you cast the spell and as bonus action on your subsequent turns, you can move each fist up to 60 feet and then cause one of the following effects with each of them.

Crush. A fist makes a single melee spell attack against each creature in a 15-foot cube with at least one side adjacent to it. On a successful hit, a creature takes 6d12 + 12 force damage; if the creature is on the ground, it is knocked prone.

Smash. If both fists are within 60 feet of each other with no structures or barriers between them, as an action you can have them perform the Smash maneuver. If an obstacle, structure, or magical barrier prevents the fists from being able to cooperate, this maneuver fails.

The fists bump together with punishing force, moving 30 feet directly toward each other. Huge or smaller creatures in the fists’ paths must succeed on a Dexterity saving throw or be pushed ahead of the fists as they come together and then slammed between them. A slammed creature takes 20d8 force damage and is stunned until the end of its next turn. The fists then move to the nearest unoccupied space. A successful saving throw moves a creature to the nearest unoccupied space out of the path of the fists.

Tear. If both fists are within 60 feet of each other with no structures or barriers between them, as an action you can have them perform the Tear maneuver. If an obstacle, structure, or magical barrier prevents the fists from being able to cooperate, this maneuver fails.

Both fists move directly toward a Huge or smaller creature between them and attempt to grapple it. A fist already grappling the target creature does not make an additional grapple attempt. If both fists grapple the creature, they pull the creature in opposite directions and attempt to tear it in half. The grappled creature must succeed on a Constitution saving throw or lose half its maximum hit points, or lose 100 hit points on a success. A creature reduced to 0 hit points from this damage is torn in half. If only a single fist succeeds on the grapple, the target is instead subjected to this spell’s Throttle effect.

Throttle. A fist attempts to grapple a Huge or smaller creature within 5 feet of it. You use the fist’s Strength score to resolve the grapple. If the target is Large or smaller the fist has Epic advantage on the check. While the fist is grappling a target, the target cannot breathe or speak and is restrained. As a bonus action, you can order the fist to squeeze the grappled creature. When you do so, the target must succeed on a Constitution saving throw or be knocked unconscious until the start of its next turn.


Ref: ELCR p98