Regeneration. The coral blight regains 5 hit points at the start of its turn. If the coral blight takes bludgeoning or thunder damage, this trait doesn't function at the start of the coral blight's next turn. The coral blight is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The coral blight makes two branch attacks.
Branch. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 5 (1d6 + 3) slashing damage.
Possession (1/day). A creature within 10 ft. of the coral blight must succeed on DC 13 Constitution saving throw or become grappled (escape DC 13), as the coral begins to slowly cover its target. The coral blight occupies the same space as the grappled creature, and attack rolls against a coral blight suffer disadvantage so long as it is grappling a target in this way. A grappled creature subtracts 1d4 from their maximum hit points at the start of each turn. If the creature is reduced to 0 hit points or fewer from this effect, they become a thrall, losing all control over their mind and body, serving the will of Lord Gravon.
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