Medium Humanoid, Chaotic Evil
Armor Class 11 N/A
Hit Points 21 (21d20)
Speed 30 ft., Fly 30 ft.
STR
11 (+0)
DEX
11 (+0)
CON
11 (+0)
INT
11 (+0)
WIS
9 (-1)
CHA
11 (+0)
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Resistances: Psychic

Senses: Darkvision 60 ft., Passive Perception 12

Languages: Common, Abyssal

Visual: The Corrupted Green Lantern's once vibrant green energy constructs now emanate a sickly dark glow, and its eyes burn with an eerie crimson light as it moves with deadly purpose.

Actions

Dark Energy Strike: +3 to hit, 1 (0d4 + 1) Necrotic damage, 5ft .

Bonus Actions

Dark Energy Burst: The Corrupted Green Lantern unleashes a burst of dark energy in a 15-foot cone. Each creature in that area must make a DC 12, taking 1 (1d4 + 1) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

DiceToMeetYou69

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