Tethered: The creature is connected to its owner granting the owner an extra 1 to AC. The creature drains 1 hp to heal 2 hp of damage to the creature. Upon the owner falling unconscious the creature goes into a rage and attacks any nearby creatures besides the owner. Upon the owners death the creature tries to take over their body (rolls 1 d100, if they roll below the players level then the creature takes over the corpse).
Spiked: When enraged the creature grows 3 inch spikes from its armor dealing 1D4 damage to anything that attacks/grapples it.
Elementalist: The creature can charge up its fist to deal an extra 1d4 of any element. When doing this the owner takes 1d6 damage of chosen element.
Multiattack: This creature can make 2 hits per action
Punch: +5 to hit 2d6+4 bludgeoning damage
Re-Tether: This creature can switch its tether to another creature within 60ft. The new creature now takes 2hp per 1hp of damage the construct takes. Wisdom contest to see if new creature takes control over it.
Enter the description for how bonus actions work for your monster here.
Retribution: Whenever a holy attack hits the creature the attacker takes 1d6 necrotic damage.
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
A large black armored humanoid with no face just a large purple gem in the center of its armored head. It has a purple glow that emanates from in between the plating of its armor. When enraged it switches to a red coloration. The creature can absorb into the players shadow remaining unseen until the owner chooses.
Lair and Lair Actions
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