Ethereal Movement. The corrupted soul can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Frightening Presence. Each creature of the corrupted soul's choice within 30 feet of it and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the corrupted soul's Frightening Presence for the next 24 hours.
Multiattack. The corrupted soul can use its Dreadful Claws twice in one turn.
Skeletal Arsenal. The corrupted soul's arms are sharp skeletal claws that count as magical weapons. The corrupted soul can use them to make melee weapon attacks as part of the Dreadful Claws action or as a separate action.
Dreadful Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Dreadful Claws' frightful presence for the next 24 hours.
As a bonus action, the Corrupted Soul can turn its lower half into a cloud of mist and move up to its speed. While in mist form, the Corrupted Soul can pass through small openings and narrow spaces, and it is immune to nonmagical damage. The misty form lasts until the end of the Corrupted Soul's turn or until it chooses to revert to its normal form.
This ability allows the Corrupted Soul to move quickly and efficiently, making it difficult for its enemies to catch or pin down. Additionally, the misty form provides a measure of protection, allowing the Corrupted Soul to avoid attacks and reposition itself for better tactical advantage.
Spectral Disappearance (1/round). When the corrupted soul takes damage from an attack or spell, it can use its reaction to disappear into a cloud of mist. The corrupted soul gains resistance to all damage until the end of its next turn, and it can move up to its speed without provoking opportunity attacks. At the end of its turn, the corrupted soul reappears in an unoccupied space within 5 feet of its previous location.
Deathly Dodge (1/round). When the corrupted soul is hit by an attack that it can see, it can use its reaction to halve the damage taken from that attack.
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 Soul is a fearsome undead monster that embodies the very essence of death and decay. Its lower half is made of a dark, ominous cloud of mist that seems to flow and swirl around it like a malevolent aura. The upper half of the creature is that of a skeletal humanoid, its bones creaking and rattling with every movement. Torn shreds of clothing hang loosely from its bony frame, as if clinging to the last remnants of its former humanity.
The Corrupted Soul's sharp, skeletal arms serve as both its weapons and its tools, allowing it to strike with terrifying speed and precision. Its movements are graceful and agile, betraying a supernatural dexterity and strength that belies its undead form. Despite its lack of vocal cords, the Corrupted Soul radiates a palpable aura of malevolence and terror, its mere presence often causing even the bravest of adventurers to quiver in fear.
Few creatures dare to cross paths with the Corrupted Soul, for those who do are often never seen again. Legends say that the creature was once a mortal being who, through some dark and twisted ritual or curse, was transformed into an undead monster of unparalleled power and malevolence. Now, it roams the land, preying on the living and spreading fear and terror wherever it goes.
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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