Medium Or Small Humanoid (Any Race), Typically Chaotic Evil
Armor Class 16 Studded Leather, Hide
Hit Points 24 (3d8 + 1)
Speed 20 ft., Walk 30 ft., Burrow 15 ft.
STR
14 (+2)
DEX
17 (+3)
CON
12 (+1)
INT
12 (+1)
WIS
8 (-1)
CHA
9 (-1)
Saving Throws DEX +5
Skills Athletics +6, Intimidation +2, Medicine +2
Damage Vulnerabilities Acid, Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Exhaustion, Petrified, Poisoned
Senses Darkvision, Tremorsense, Passive Perception 14
Languages Infernal, Undercommon
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Decaying Cry. Any creature within 15 ft of the Corrupted is temporarily deafened and take 1d4 psychic damage. 

Purge Wounds. If the corrupted takes non-magicsl slashing, piercing or bludgeoning damage, it can heal that wound and cut the damage taken in half, it can also heal certain conditions such as being stunned, prone or bleeding. This ability recharges every 4 rounds

Spellcasting. The corrupted is a 2nd-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 6, + 8 to hit with spell attacks). The corrupted has following warlock spells prepared:
Cantrips (at will): Chill touch, Create Bonfire
1st level (2 slots): Cause Fear, Witch Bolt

Actions

Dash. You gain extra movement for the current turn. The I créase ewuals double your speed. With a speed of 30 ft, for example, it increases to 60 ft. 

Melee Attack. Claw: +3 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [Slashing] damage. 

Range Attack. Vein Whip: +3 to hit, range 15/20 ft., 2 targets. Hit: 8 (2d6 + 4) [Piercing] damage.

Bonus Actions

Reborn Host

If the Corrupted's host is under 10 health, it can use a bonus action to attack itself to a New host, the creature that is targeted as its New host roll a constitution saving throw (DC 14) to save itself. 

Reactions

Transfer Part

If any attack is directed to any body part that isn't their chest, the Corrupted can Chang that body part's placement to anywherr they'd like permanately or temporarily as a reaction, every 3-4 turns. 

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 Corrupted are a race of parasites that overtimen started to bond to humanoid, conttolling their mind and body, corrupting their souls and consuming them from the inside out. 

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: fiendhumanoid

Habitat: ForestHillMountainSwampUnderdark

GalacticaZek