Divine Form. All of the Corrupted Heart’s attacks are magical.
Magic Resistance.
Multiattack. The Corrupted Heart makes two ventricle attacks, or one ventricle and one eye beam attack.
Heartbeat. The Corrupted Heart beats, and all creature within 10ft of it must make a DC 10 constitution saving throw. Taking 1d8 psychic damage on a failed save.
Lazing Ventricle. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 10 (1d10 + 5) [bludgeoning] damage. On a successful attack, target must make a DC 15 Dexterity saving throw, being grappled on a failed save.
Eye Beam. Ranged Spell Attack: +2 to hit, range 30/60 ft., # target. Hit: 11 (2d8 + 2) [Necrotic] damage.
The Corrupted Heart can use a Legendary action.
Vascular Toss. The Corrupted Heart throws a grappled target 30ft, the grappled creature must make a DC 15 Dexterity saving throw or take (1D10) [bludgeoning] damage.
The Heart can take 3 Legendary actions, choosing from the options below. Only one legendary action option can be used at a time, either as a bonus action or at the end of another creatures turn. The heart regains spent legendary actions at the start of its turn.
Corrupted Pulse (Costs 3 Actions). The Heart empowers its Heartbeat with its foul energy. All creatures within the 20ft of the Corrupted Heart take (4d8) necrotic damage.
Eye Burst (Costs 2 Actions). The Heart makes 3 eye beam line attacks in a cone, all creatures within this cone must make make a DC 10 dexterity saving throw or take (2d8) necrotic damage.
Description
The monstrous corrupted heart of a long dead god.
Lair and Lair Actions
The temple of the Rotting God serves as its lair. The hearts veins have dug deep into the stones of the temple and the corpse that houses it.
Lair Actions
On initiative count 20 (losing initiative ties), the [Corrupted Heart] takes a lair action to cause one of the following effects; the [Corrupted Heart] can’t use the same effect two rounds in a row:
- The statues lining the entrance hall are briefly animated by fell magic and make a melee attack (using the Hearts' melee attack modifier) against any creature within 5ft of them, dealing (1d6) slashing damage
- The ground shakes, and all creatures must make a DC 10 dexterity saving throw or fall prone.
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