Maddening Gaze. When a creature starts its turn within 30 feet of Corbitt the Wretch and is able to see Corbitt the Wretch’s face, Corbitt the Wretch can magically force it to make a DC 12 Charisma saving throw, unless Corbitt the Wretch is incapacitated.
On a failed saving throw, the creature can’t take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature takes no action but uses all its movement to move in a random direction. On a 5 or 6, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach. On a 7 or 8, the creature fixates on Corbitt's Dagger, jealously attacking any one else who holds it or has held it.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Corbitt the Wretch until the start of its next turn, when it can avert its eyes again. If the creature looks at Corbitt the Wretch's face in the meantime, it must immediately make the save.
Multiattack. Corbitt the Wretch makes two Vicious Swipe attacks.
Vicious Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 3) slashing damage.
As a bonus action, Corbitt the Wretch can attempt to grab a creature by the face and force the creature to look at them. The creature can make a DC 15 Strength or Dexterity saving throw, resisting Corbitt the Wretch's grasp on a success. On a failure, they must make a saving throw against the Maddening Gaze with disadvantage.
While Corbitt the Wretch is undisturbed, they can hear the voices of, and observe the rough appearance of, creatures that enter or roam their house, although they cannot comprehend individual words or small details.
As a reaction, Corbitt the Wretch can manifest as an invisible ghost and manipulate object within the house, and cause illusions including sounds.
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