Large Aberration, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 133 (14d10 + 56)
Speed 5 ft.
STR
17 (+3)
DEX
8 (-1)
CON
19 (+4)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +8, CHA +8
Skills Insight +7, Intimidation +8, Perception +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone, Restrained
Senses Blindsight 120 ft., Passive Perception 17
Languages Aquan, Sahuagin, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Water-Breather. The corruptor can only breathe water.

Magic Resistance. The corruptor has advantage on all saving throw against spell or magical effects.

Minions of Blibdoolpoolp. Any corrupted creature standing within 20 ft. of the corruptor gains resistance to necrotic damage, poison damage and advantage on saving throws against charm and fear effects.

Corruption. Whenever a creature affected by the corruption of Blibdoolpoolp dies, it rises back again after 1d4 days as a minion of Blibdoolpoolp. Merfolks become merrows while common humanoids become sea spawns. Powerful creatures and individuals might be turned into more... peculiar minions.

Host. Charms and fear effects are re-directed towards the host within the corruptor.

Actions

Multiattack. The corruptor makes three pseudopod attacks.

Pseudopod. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage and 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Charisma saving throw or become afflicted by the corruption of Blibdoolpoolp. A corrupted creature gains Vulnerability to necrotic damage and has disadvantage on all attacks against the corruptor and its minions. Also, the corrupted creature gains the poisoned condition whenever they are out of water. The corruption can be beaten by a Heal spell or another disease-curing spell of 6th level or higher.

Legendary Actions

The corruptor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The corruptor regains spent legendary actions at the start of its turn.

Detect. The corruptor makes a Wisdom (Perception) check.

Pseudopod. The corruptor makes one pseudopod attack.

Tar Cloud. A 10ft. radius cloud of tar appears around the corruptor. The cloud stays in place for 1d3 rounds.

Corrupting thought (Costs 2 Actions). An enemy target in sight of the corruptor and within 60 feet has to succeed on a DC 16 Charisma or become charmed for 10 rounds.

 

Lair and Lair Actions

Corruptors of Blibdoolpoolp are linked to an artefact of their deity and thus are often kept prisoners in dark underwater temples. The artefact is kept safe within the host within the corruptor and since the artefact needs to be close to an altar of Blibdoolpoolp to have access to its power, the corruptor is forced to stay within a certain distance of the altar. Because of this, they are reliant on the many creatures foolish enough to get caught in the corruption (or insane enough to worship it) to gather more servant outside of the temple.

Lair Actions

When fighting inside its lair, a corruptor can invoke the influence of Blibdoolpoolp to take lair actions. On initiative count 20 (losing initiative ties), the corruptor takes a lair action to cause one of the following effects:

  • Swirls of water take shape and become aggressive followers of Blibdoolpoolp, thus creating 1d4 water weird. The corruptor can't use this lair action again until all the water weirds are dead.
  • One of the minions of the corruptor explodes, sending black sludge in a 15 ft. radius. Any creature within the radius must do a DC 16 Dexterity saving throw,. On a failure, the creature takes 4d6 necrotic damage and has to succeed a DC 16 Charisma saving throw or be affected by Blibdoolpoolp's corruption. On a success, the creature takes half damage.  Elementals can't be chosen for this action. The corruptor can't use this lair action again until it has used a different one.
  • Water in a 60 ft. radius around the corruptor becomes dark, as if affected by the darkness spell, until the next initiative count 20.

Regional Effects

The region containing a corruptor of Blibdoolpoolp lair is warped by the creature’s presence, which creates one or more of the following effects:

  • Clams tend to grow bigger and give out black pearls.
  • Fishes  within 1 mile of the lair seem gaunt and sickly and become poisonous, while underwater invertebrates grow in size and become more aggressive.
  • Water elemental present within 1 mile of the lair tend to become aggressive and forgetful.

If the corruptor dies, the first two effects fade over the course of 1d10 days.

Habitat: CoastalUnderdarkUnderwater

Viandemoisie

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