Incorporeal Movement. The boowray can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Superior Invisibility. The boowray magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the boowray wears or carries is invisible with it.
Corrupt the Pure (1/Day). The boowray singles out a non-evil, non-unaligned creature it can see within 120 feet of it for a lifetime of gradual gaslighting and corruption. The boowray can't use this action again until the target succeeds on three saving throws against the boowray's Suggestive Whispers, the target fails six saving throws against the boowray's Suggestive Whispers, or the target or the boowray dies. If the boowray uses this action again, the creature ceases to be the target of this effect, but any madness or changes to its alignment induced by the boowray remain.
A creature other than the target cannot hear the boowray unless that creature is a deity. If the target fails three saving throws against the boowray's Suggestive Whispers before succeeding on three such saving throws, the target's moral alignment shifts one increment toward evil. For instance, a lawful good creature's alignment would become lawful neutral, and a chaotic neutral creature's alignment would become chaotic evil.
If the target fails six saving throws against the boowray's Suggestive Whispers before succeeding on three such saving throws, then not only does the target's moral alignment become evil if it wasn't already, but the creature gains a random form of indefinite madness (see "Madness" in chapter 8 of the Dungeon Master's Guide).
Suggestive Whispers. The boowray casts suggestion (save DC 13) on the current target of its Corrupt the Pure, requiring no components or concentration.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Description
Boowrays are malicious fey that take pleasure in corrupting the pure of heart.
Invisible Predators. Boowrays spend most of their existences invisible, seeking out kindhearted and noble creatures to bring to ruin. Once a boowray has chosen a victim, it doesn't take another until the first is either dead, insane, or no longer useful. A boowray begins its attempts at subversion by making innocent suggestions that only its mark can hear. Some boowrays might also attempt to develop a bond with their victims at this early stage, though most are loathe to do so in a way that would risk drawing the curiosity of the creature's friends, family, or companions.
Malicious Whispers. In time, the deeds suggested by the boowray take a turn for the dark, but the fey is always careful to word its advice in such a way as to make the course of action seem harmless (or even noble). A boowray might, for instance, suggest taking something precious but useful from a house its mark is investigating, stressing the importance of the creature's current mission and saying they will get the chance to reimburse the owner once the true threat has been dealt with. Such a boowray would continue to make excuses as to why future opportunities to make amends weren't "quite the right time," slowly acclimating its victim to immorality.
Childish Guise. When a boowray does choose to reveal itself, it takes the form of a tiny, semi-translucent child. It hides and lies behind this innocent face, playing dumb if accused of wrongdoing and crying out in pitiful, feigned helplessness if threatened with violence. If faced with death, the boowray will attempt to flee, but even then it will not give up on breaking its mark: to the boowray, it is only a matter of time.
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