### Spine Whip
Weapon (whip), Legendary (requires attunement)
On a hit, the target takes an extra 1d6 bludgeoning damage and must succeed on a DC 13 Constitution saving throw or become paralyzed until the end of its next turn. Skeletal creatures have advantage on the saving throw.
If the wielder rolls a 1 on the attack roll, the wielder then rolls a d12. On a roll of 1-9, the whip falls apart and its vertebrae transform into 1d6 skeletons that obey your commands for 24 hours. On a roll of 10-11, the whip falls apart and its vertebrae transform into a Minotaur skeleton that is hostile to any creature(s) it can see within 60 feet, including you. (See the *Monster Manual* for skeleton and Minotaur skeleton statistics.) On a roll of 12, the whip remains intact.