Medium Undead, Neutral Evil
Armor Class 12
Hit Points 35 (10d6 + 5)
Speed 20 ft.
STR
11 (+0)
DEX
14 (+2)
CON
9 (-1)
INT
7 (-2)
WIS
5 (-3)
CHA
6 (-2)
Saving Throws STR +3, CON +2
Damage Vulnerabilities Bludgeoning, Piercing
Damage Resistances Acid, Cold
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Paralyzed
Senses Darkvision, Passive Perception 8
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Actions

Claw. +3 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 3) slashing damage. 

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 creatures that didn’t take well to the ooze and were deformed to the point where their bodily functions stopped working and they died, the ooze then took control of the corpse, reanimating it.

as the corrupted have had the ooze seep into their bones, they seem to be made almost entirely out of the stuff, they are just the ooze maintaining a humanoid shape

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.

era17

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