Channel Lichfae Corruption Image

You channel the essence of a Seed of Corruption still connected to it's root.  At 20 in the initiative order, as a Lair Action, A 30 foot sphere appears in an area of your choosing within the lair.  The effect of the sphere is determined by the Seed being channeled.  To determine which seed is channeled, roll on the Seed table below.  If you roll on a seed that has been neutralized, no lair action takes place.  If you roll the same number as a previous roll, roll again until you land on a new number.

Roll Seed Name Description
1 Rot Spawns undead that cause rot to take hold on any plants in the area. The undead spawned must be CR9 or lower. Only two creatures can be spawned at any one time. Once a creature dies, a new creature cannot be spawned until the next dawn.
2 Withering Undead in the area lose their memories, becoming confused and erratic. Any character that makes an attack roll within 5 feet of a ghost is distracted by it's confused presence and makes their attack at disadvantage.
3 Corruption One random creature within the influence of the sphere turns on it's allies. On it's turn, it must use it's movement to get within melee range of it's closest ally and make a single melee attack against them using whatever weapon it is currently wielding.

If the attack hits, the effect ends and the creature may use the rest of it's movement and actions/bonus actions until it's turn ends. If the attack misses, the creature's turn ends and the effect ends.
4 Stasis One random creature within the influence of the sphere gains the Petrified condition.
5 Rage All creatures within the the area gained the Enraged" condition. While within the sphere, any melee attacks have a +2 modifier to hit, and are resistant to slashing, piercing, and bludgeoning damage from non-magical sources.
6 Darkness Until the next time a lair action is performed, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it.

If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Creatures that are not Undead are considered Blinded while within the radius of the sphere. Undead are not effected by the darkness caused by this lair action.
7 Change One random creature within the influence of the sphere is polymorphed into a sheep
8 Despair All creatures who start their turn within the influence of the sphere are struck with a feeling of deep despair and hopelessness.

Effected creatures must make a DC 17 Wisdom saving throw.

On a failed save, creatures take 3d6 psychic damage and their next attack roll is made at disadvantage. On a successful save, creatures take half damage and suffer no other effects.
9 Hunger If a creature starts it's turn within the sphere's influence, it must use it's action to eat. The item is chooses to eat is up to the creature, but must either be in it's inventory, or accessible within it's normal range of movement.

The creatures gains the full effects of whatever it eats if the item consumed provides a benefit or detriment.

If the creature does not have anything in it's inventory or easily accessible within range, it suffers 2d6 necrotic damage.
10 Thirst If a creature starts it's turn within the sphere's influence, it must use it's action to drink. The item is chooses to drink is up to the creature, but must either be in it's inventory, or accessible within it's normal range of movement.

The creatures gains the full effects of whatever it drinks if the item consumed provides a benefit or detriment.

If the creature does not have anything in it's inventory or easily accessible within range, it suffers 2d6 necrotic damage.
11 Decay All targets within the sphere's influence suffer 3d6 necrotic damage
12 Hatred All creatures that start their turn within the sphere's influence are struck with a feeling of intense hatred.

At the start of their turn, they must make a DC 17 intelligence saving throw or lose the ability to distinguish friend from foe for the duration of their turn.

The creature must roll a D6. On a roll of 1-3, the creature may target an enemy. On a roll of 4-6, it must attack an ally.

The effect ends at the start of their next turn
13 Sorrow Sorrow grips a random creature within the sphere's influence. The target must make a DC 17 Charisma save. On a failed save, the target gains the Incapacitated condition until the start of it's next turn.
14 Binding One random creature within the sphere's influence must make a DC17 Constitution saving throw. On a failed save, the target is considered Restrained until the start of it's next turn.
15 Death One random creature within the sphere's influence is affected by a less powerful version of the Power Word: Kill spell.

If the target has 30 Hit Points or fewer, it dies. Otherwise, it takes 4d12 psychic damage.

 

 

Once a seed has been channeled, it may not be channeled again until the next dawn.

Previous Versions

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4/19/2025 3:08:36 PM
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Channel Lichfae Corruption Image

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