Legendary Resistance (2/Day). If the Corrupted Essence fails a saving throw, it can choose to succeed instead.
Magic Resistance. The Corrupted Essence has advantage on saving throws against spells and other magical effects.
Fae-like nature. The Corrupted Essence doesn’t require air, food, drink, or sleep.
Innate Spellcasting. The Corrupted Essence can cast the following spells once per day, requiring no magical components; Entangle, Pass Without Trace, Thunderwave, Gust of Wind, Tidal Wave
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 2 target. Hit: (2d6 + 2) [Slashing] damage.
Frightful Presence. Each creature of the Corrupted Essence's choice that is within 30 feet of the Corrupted Essence and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Corrupted Essence's Frightful Presence for the next 24 hours.
Corrupted Essence has 3 legendary actions, which it can use at the end of player's turn. The Corrupted Essence regains all legendary actions spent at the beginning of his turn
Dash. Move your speed.
Attack. Take one melee attack.
Thorned spikes (Costs 2 actions). RangedWeapon Attack: +7 to hit, range 30/90 ft., 1d4 target. Hit: (2d4 + 3) [Poison] damage.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/14/2021 7:46:22 PM
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3
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1
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0.1
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Coming Soon
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