Mimicry. The Corrupted Host can speak using a horrifying imitation of the voices of victims it has claimed.
Terrify. The first time a creature sees the Corrupted Host, it must make a DC 15 Wisdom Saving Throw, or be frightened. If a creature fails the save by 5 or more, it is paralyzed until the end of its next turn. The creature can repeat the saving throw at the end of each of its turns.
Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell.
Natural Camouflage. When the Corrupted host stands still, it is indistinguishable from its surroundings.
Multicast. The bear can cast two spells per action.
Detect Language. Chosen target within 60 feet must succeed a DC 17 Charisma saving throw. On a failed save: The bear learns your languages, can read your mind, and speak with you telepathically. Target can not save after first fail. Bear must be incapacitated to break the spell.
Mind Spike. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw. Target takes 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
Dissonant Whispers. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw. On a failed save, it takes 2d4 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Calm Emotions. Each humanoid in a 20-foot-radius must succeed a DC 16 Charisma saving throw or be Frightened or Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
Enthrall. Chosen target within 60 feet must succeed a DC 14 Wisdom saving throw or be Charmed. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target. If target fails three saves, it can no longer save till the bear is incapacitated.
Hold Person. Choose a humanoid that you can see within range. The target must succeed a DC 14 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
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
When enough evil acts and emotions occur in an area it can give rise to Corrupted Hosts. Often times these arise after large battles or sites where grisly murders have taken place. The evil energy then infects the surrounding land and gains a semblance of consciousness. It begins to hunt, first small animals, squirrels, rabbits, etc. Then once it has gained enough strength it will move on to more sentient creatures. It begins killing local denizens, absorbing their knowledge and then luring their loved ones with the victims' voices. If not killed quickly enough it can gain enough power to destroy entire villages. Depending on the lands of which is arose from it can have a variety of weaknesses and strengths. Such as if one came from a forest, it is likely to be vulnerable to fire but resistance to bludgeoning attacks, or if one arose from a mountainous area, it may be resistance to piercing and slashing but be vulnerable to bludgeoning.
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.
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