Medium Humanoid (Human), Chaotic Evil
Armor Class 17 Natural armor
Hit Points 60 (8d10 + 16)
Speed 35 ft., Climb 20 ft.
STR
20 (+5)
DEX
18 (+4)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
4 (-3)
Saving Throws STR +8, DEX +7
Skills Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Acid, Poison
Condition Immunities Incapacitated, Prone
Senses Truesight, Passive Perception 16
Languages Common, Elf
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Regeneration: At the start of each Currupt's turn, it regains 10hp. If the creature loses a limp, it grows it back. 

 

Grapple:  Once a Cuttupt moves 30ft toward any creature, it can attempt to grapple that creature.

Actions

Multi-attack. This creature has 3 attacks, 2 claw slashes, and 1 acid spit

Action Name. Claw slash

Action Melee Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit:  (2d8 + 6) Slashing damage. 

Acid spit

Action Ranged Attack. RangedWeapon Attack: +4 to hit, range 20/60 ft., 10 ft cone. Hit:  (3d10 + 2) acid damage.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Currupt is a human that has touched the mist without protection for 4 hours or has reached the final stage of corruption. The creature's skin becomes as thick as rock, and in some areas, scaly. Currupts also drools acid and can spit it. The creature has enhanced strength and dexterity, grows claws, and can communicate with other Currupts telepathically. Also, any creature that is grappled by the Currupt, even with protection, will start to get the signs of Corruption. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: ForestGrasslandHillUnderdark

AlphaRavageX

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