Dragon Turtle's Blessing. The Corrupted Goblin Shaman conjures a magic shell granting +5 AC. All attacks that fail to beat the boosted AC, damage the shell instead. The shell has 25 Hit Points and vanishes once reaching 0 Hit Points. This ability can be used once per 24 hour period.
Dual Mind. The Corrupted Goblin Shaman can concentrate on 2 spells at the same time.
Spellcasting. The Corrupted Goblin Shaman is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The Corrupted Goblin Shaman has the following Cleric spells prepared:
Cantrips (at will): Sacred Flame, Guidance
1st level (4 slots): Bless, Sanctuary, Shield of Faith
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.
Eldritch Wail (4 or more Aberration type creatures). The Corrupted Goblin Shaman lets loose a piercing wail of pure agony, inducing madness. All non-Aberration creatures within 100 ft. must make a DC 13 Sanity saving throw, taking 1d6 sanity damage on a failed save, or half as much on a successful one.
Sacrifice. When a creature within 5 ft. of the Corrupted Goblin Shaman is chosen as the target of an attack or spell, the Corrupted Goblin Shaman can chose to make itself the target instead.
Aberrant Shield. When a creature with 60 ft. of the Corrupted Goblin Shaman is chosen as the target of an attack or spell, the Corrupted Goblin Shaman can move change the creature protected by Shield of Faith.
The Corrupted Goblin Shaman can take 1 Legendary Action, choosing from the options below. Legendary Actions can only be used at the end of another creatures turn.
Spellcasting. The Corrupted Goblin Shaman cast one spell or cantrip from its known list.
Claw. The Corrupted Goblin Shaman makes one Claw attack.
Aberrant Birth. The Corrupted Goblin Shaman spawns 1 Corrupted Goblin Minion.
If all Corrupted Goblin Minions are killed, the Corrupted Goblin Shaman goes berserk and syphons more power from the Dragon Turtle Heart attached to it and gains the ability to use the following abilities as either standard attacks, or Legendary Actions.
Tail. Melee Weapon Attack: +5 to hit, range 10 ft., one target. Hit: (1d6 + 3) bludgeoning damage.
Steam Breath (Recharge 6). The Corrupted Goblin Shaman exhales scalding steam in a 30 ft. Cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 2d6 fire damage on a failed save, or half as much on a successful one.
Description
After losing its entire village to a raid, the Corrupted Goblin Shaman lost its mind to the shadows. Following the endless whispers, the Corrupted Goblin Shaman found the corpse of a Dragon Turtle and consumed its heart. Unfortunately, the small body of a Goblin is not nearly large or strong enough to handle the power of a Dragon Turtle and became bloated and disfigured in the process.
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.
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