Large Aberration, Unaligned
Armor Class 14 Natural Armor
Hit Points 30 (3d10)
Speed 35 ft.
STR
18 (+4)
DEX
15 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
11 (+0)
CHA
9 (-1)
Damage Immunities Psychic
Condition Immunities Prone
Senses Passive Perception 12
Languages Telepathy 120 ft.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Slick Coating. The corruption worm imposes a disadvantage on grapple attempts and an advantage on escapes for the corrupter.

Vile Corruption. If the corrupter kills a creature, that creature is raised as the corrupted subtype and is under the corrupter's control.

Actions

Psychic Blast. The corrupter blasts out a wave of psionic energy in all directions, assaulting the minds of its foes with horrendous thoughts. All creatures within 30ft, excluding corrupters, must succeed a DC 12 Wisdom saving throw or be frightened and receive 1d12 psychic damage.

Multiattack. The corrupter makes 2 attacks; one with its tentacles and one with its tail.

Tentacles. Melee Weapon Attack: +5 to hit, reach 8ft., 1 target. Hit:  (1d12 + 2) piercing damage, and the target must succeed a DC 16 Strength saving throw or be grappled by the corrupter. The corrupter gets an advantage on all attacks against the grappled.

Tail. Melee Weapon Attack +5 to hit, reach 15ft, 1 target. Hit: (1d8+2) bludgeoning damage.

Corrupting Tongue. The corrupter opens up its petal-like mouth and flares out its corrupted tongue at a grappled target. The target must succeed a DC 16 Wisdom saving throw or suffer (1d6) acid damage and a short-term madness.

Bonus Actions

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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

"We saw a slick, fat worm fall from the ceiling and lift up our bold rogue. I'll always remember those manic screams." -Valin Insmuck, Elf Wizard

The corrupter lies in caves and large passages underground, waiting for adventures to pass by so they can snatch them up and corrupt them into undead servents.

Manipulators of Negativity. Corrupters use their supernatural intellect to brew psionic powers. They channel hate, sadness, and loneliness from the Shadowfell, which they usually reside and use it against foes in combat. These blasts overwhelm the targets senses, sometimes driving them mad with hateful thoughts. Later, they use their pshycic power to reanimate their victims, using them to lure unsuspecting adventurers into their traps.

Invasive Species. Corrupters are not native to the Underdark, although they hold a significant presence there. Instead, they were spawned from grick alphas who were tainted by the negative energy of the plane. Returning to their instincts, they somehow returned to the Underdark and have been thriving ever since.

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: MountainUnderdark

burgyman1234567

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