Medium Aberration (Human), Lawful Evil
Armor Class 12 Natural Armor
Hit Points 14 (4d6 + 4)
Speed 20 ft.
STR
8 (-1)
DEX
12 (+1)
CON
8 (-1)
INT
14 (+2)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +4, CHA +2
Damage Resistances Psychic
Condition Immunities Charmed, Frightened
Senses Blindsight, Passive Perception 12
Languages Under common, can convey ideas telepathically
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

 

Spellcasting. The Corrupted Lost Boy is a #3rd-level spellcaster. Its spellcasting ability is [Intelligence] (spell save DC #11, +3# to hit with spell attacks). The Corrupted Lost Boy has following Warlock spells prepared:
Cantrips (at will): Mind Sliver, Cause Fear 
Spell: (Once a day): Mind Spike

Actions

Tentacle Tongue: Melee Weapon Attack: +3 to hit, reach 10 ft., 1target. Hit: 4 (1d6 + 1) Bludgeoning damage. Must make a DC 11 Dexterity or else the tentacle is latched onto you for the next turn. 

Tentacle Restraint. Melee Weapon Attack: DC Dexterity save 11, range 10 ft., 1 target. Hit: 4 (1d6 + 1) bludgeoning damage, and 4 (1d4+2) psychic damage. Can only be used if tentacle is still attached, but player must fail another dexterity saving throw. 

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

A human child that fell into the Underdark long ago. Through exposure, has begun to develop traits similar to aberrations. 

They have a vapid, blank stare and are able to manipulate their tongue like a tentacle. They look like older children, but can when attacked will become primarily ooze and pus. 

Though they are intelligent creatures, they are in a metamorphic stage,  therefor they cannot communicate normally. They instead communicate telepathically, but not through language. They speak through images and emotions into another's mind, conveying their message without any actual speech. 

They prefer dark, damp areas. They are not amphibious, but they still need to be in damp areas to keep them cool as they continue to slowly change. 

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.

Monster Tags: aberration

Habitat: ForestUnderdark

Drewski947

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