"Out of the corner of your eyes": Forces initiative to be rolled upon entering a room but is completely unknown to any character until they enter an infested room and make a perception check based on the amount of the cornersprites in the room as follows:
- 1-4 DC35
- 5-10 DC30
- 11-15 DC25
- 15-25 DC20
- 25-50 DC15 with advantage
This check can be repeated once per short rest, or after being affected by an effect caused by the swarm, even if they save against the effect.
Gas-like swarm: Upon trying to harm the swarm, through an attack, spell, or otherwise, the character must instead succeed a check based on whatever stat would've been used. The check depends on the size of the swarm, DC25 - the number of creatures in the swarm. i.e. a swarm of 11 cornersprites would require a DC 14 check to hit, while a swarm of 24 or more will always be hit.
On a successful hit, 1d12 cornersprites die, or 2d12 if it is an aoe targeting action.
Magic missile will always hit, but each missile will only kill 1.
Whispers in the dark: The cornersprite swarm must contain at least 5 creatures. Ethereal whispers will plague the minds of whoever is in the room, making them take 1d4 psychic damage for every 10 (rounded up) sprites that form the swarm +1d4 if it is completely dark, or +2d4 if it is magical darkness if they fail a DC15 wisdom check, in addition frightening them if they roll a 1, this check is rolled with advantage if the cornersprites have been discovered, or if you have succeeded this check already. On 3 successful saves, you have double advantage on this check, you are immune to Chaotic retargeting, and you have advantage for the athletics check in Phantom winds.
Note: the extra damage in the dark is added to the overall damage total, and not the 1d4 for every 5 sprites, i.e. 23 sprites in non magical darkness will deal 2d4 from the number, +1d4 from the darkness, and not 2d4 +2d4.
Lights out: Non magical lighting is snuffed out for 1 minute unless relit through other means.
Phantom winds: It must be dark. A creature/character must make an athletics check, the DC= the amount of sprites in the swarm, and on a failed save are moved up to 15 ft within the room. The new position cannot be actively dangerous to the creature. The creature does not know it's new position until any amount of lighting is restored, or it has darkvision, although it does know it has been moved. It can make a DC10 investigation or perception check, with advantage if they are close to a suitably large obstacle, to determine its new surroundings, which it can do once per round.
Chaotic retargeting: The cornersprites play tricks on the mind, making a character attack where the sprites are not. As a reaction, force the attacker to roll 1d4, on an even result, it targets the sprite as intended, on an odd result it targets the closest creature to the sprite's position
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
Something creeping out of the corner of your vision. Did that shadow move just now? The cornersprites swarm to infest a room, typically no larger than 10,000 square feet, and no more than 50 sprites in the swarm. They are so miniscule that even when noticed they appear only as small dots. Moving swiftly and silently to avoid detection or harm, they play tricks on those who enter their room, and can make weak minds succumb to their whispers.
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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