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
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.
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.
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.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.