Wooden Body. Corrupted Warriors are transformed into wood humanoids. This makes their skin very tough and hard to hurt. Adds +1 to the Corrupted Warrior's AC.
Tough Skin: Any critical hits done to them can be halved with a Dexterity Save. The Save would need to be above half of the critical ( so half of the dice to hit ) plus your class level and strength modifier.
Multiattack: Corrupted Warriors only carry one weapon, but can also attack with their fist. They can use different combinations such as fist and fist, and fist and sword.
Wooden Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 10 (2d4 + 2) bludgeoning damage. The player must make Dexterity saving throw or be hit back 1d5 +2 ft.
Longsword. Martial Weapon Attack: +3 to hit, reach 5 ft.,1 target. Hit: 8 (1d6 + 2)
Transformation. (idk what to classify homebrew spell as :()* Corrupted Warriors may use this once for every battle encounter (assuming they stay alive after an encounter.) This allows the user to grab any PC with less than half of their HP. Once grabbing the PC they encase them in a wooden cocoon. Any other PC's can free the player by dealing 10 + (1d4) damage to the cocoon. The player inside the cocoon takes 3 + their main class level while inside of the cocoon. If the player is sent to 0 hit points while in the cocoon, they will gain the Corruption status effect, which will have them aid the Corrupted Warrior. The player will be given 30 temporary hit points and will be knocked unconscious after hitting 0, where they will be woken up as soon as the Corrupted Warrior that transformed them is killed or knocked unconscious. The player who is transformed can use all of their attacks except any spells that are not prepared or cast at will. The player will also be controlled by the Corrupted Warrior, and cannot resist its orders. The transformed player also will not be able to use any skills from their character, however they gain the Parry reaction.
Roots. Once every (1d4) days, Corrupted Warriors can root themselves into the ground. This would last for five turns, and making them invulnerable to damage that doesn't come from magic. (Specifically Wizard and Warlock spells.) They can do this at the beginning of their turn. Once they come out of the roots, they would have regenerated (1d4) health per turn it was in the roots. They would be prone after coming out of the roots and would lose their hit bonus for 3 turns. Additionally, while they are prone, it is possible for a player to grapple them.
Parry. Corrupted Warrior's can parry any attack coming at them in their line of vision. The Corrupted Warrior must roll for Perception, and if they get a roll higher than the Player roll they can parry. Due to their low intelligence though, they roll the check with disadvantage and any one attacking them after the parry attack with advantage due to the Warrior's eyes being on the parried player.
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
Corrupted Warriors are very straightforward beings, sent out by a mysterious force to protect something, usually in places with heavy vegetation. They have oak skin, and a pretty bulky build. Their eyes are yellow and glow in the dark. They would be about the size of an above average human, 6'0. Corrupted Warriors usually carry around a Longsword with strange runes inscribed on it. The swords are a little bigger than average due to the size of the Corrupted Warrior's hands.
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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