Medium Or Small Construct (Cursed, Fiend, Wizard), Any Evil Alignment
Armor Class 15 Natural Armour
Hit Points 66 (5d12 + 10)
Speed 10 ft.
STR
8 (-1)
DEX
9 (-1)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws INT +5
Damage Vulnerabilities Radiant
Condition Immunities Charmed, Deafened, Exhaustion, Frightened, Unconscious
Senses Passive Perception 14
Languages Every language
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Corruptive Light. Corrupts creatures and areas around it, making them dark, evil and aggressive. This effect and its range are amplified since the Corruption Seed has evolved past a Seedling.

Spellcasting. The Corruption Seed is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +2 to hit with spell attacks). The Corruption Seed has the following Wizard spells prepared:
Cantrips (at will): Acid Splash, Ray of Frost, Fire Bolt, Frostbite
1st level (4 slots): Thunderwave, Earth Tremor, Magic Missile, Burning Hands, Ice Knife, Ray of Sickness, Witch Bolt, Chromatic Orb                                                                                      2nd level (2 slots): Scorching Ray, Darkness

Actions

Soul Sacrifice. The Corruption Seed can expend 1 of its souls (up to a maximum of 8) to send a bolt of pure energy at a target. The attack roll has +2 to hit, and if it is successful, the target takes 2d10 Force damage. The souls cannot be restored, ever.

Soul Mending. The Corruption Seed can expend 1 of its souls (up to a maximum of 8) to heal itself for 1d10. The souls cannot be restored, ever.

Description

A large, levitating orb glowing a dark purple. It lets off tiny, purple particles that look almost like dust. It is created by dark spellcasters and imbued with 10 souls to grant it its dark powers. These souls are slowly consumed as it evolves, to grant it the power it needs. Additionally, at this stage of its evolution it is beginning to take the form of a small tree, with dark branches haphazardly dangling off its side.

Lair and Lair Actions

The Corruption Seed's lair is wherever it is placed by it's master. 

Lair Actions

On initiative count 18 (losing initiative ties), the Corruption Seedling takes a lair action to cause one of the following effects; the Corruption Seedling can’t use the same effect two rounds in a row:

  • The Corruption Seedling sends tiny particles into an enemy's nose. If the target fails a CONSTITUTION (DC of 13) saving throw, the target takes 1d10 necrotic damage and becomes frightened.
  • The Corruption Seedling conjures magical tentacles beneath a target and forces them to make a DEXTERITY (DC of 10) saving throw; on a failed saving throw, the tentacles grapple them for one turn.
  • The Corruption Seedling chooses a target. The target must make an INTELLIGENCE (DC of 11) saving throw, and on a fail that target will lose a spell slot of its lowest current level. (For example: If a wizard fails the saving throw and has zero 1st level spell slots, one 2nd level spell slot, and two 3rd level spell slots, the wizard will lose their 2nd level spell slot.)

 

Previous Versions

Name Date Modified Views Adds Version Actions
2/24/2024 4:32:20 PM
6
0
1
Coming Soon
2/24/2024 4:33:38 PM
2
0
2
Coming Soon
2/27/2024 3:17:39 PM
3
0
2
Coming Soon
3/6/2024 5:07:57 PM
3
0
2.5
Coming Soon
4/4/2024 2:33:53 PM
3
0
2.5
Coming Soon
4/4/2024 2:37:53 PM
4
0
1.5
Coming Soon
4/4/2024 2:57:10 PM
5
1
3
Coming Soon

Monster Tags: Misc CreatureFungusconstructplantfiend

Habitat: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

apatheticnapalm

Comments

Posts Quoted:
Reply
Clear All Quotes