Spectral Howl. A sound never meant to be heard on this plane explodes from the Cadaverdamn all players within 35 ft. must make a wisdom saving throw of 16 to not be frightened ( it can only use this once at the start of combat).
False flee. The Cadaverdamn climbs away from anything attacking it then it leaps back into the fight this always gives advantage if the leap is less than 10ft.
Reaching claws.: +4 to hit, reach 10 ft., 2 target. Hit: 4d6 + 4) slashing damage.
Rancid bite.: +8 to hit, range 5 ft., 1 target. Hit: 2d8 Poison damage inflicts Poison for 2d4 for 3 rounds.
Multi-attack The Cadaverdamn Is swift and can hit 2 times per round of combat.
Hissing Boom. The Cadaverdamn unleashes a sonic boom from its chest anything with in 5 ft takes 6d4 and is knocked back 20 ft.
Act of the Dead. The Cadaverdamn feints death with a DC 18 perception check to see through its guise of death. if they look away without seeing if it is truly dead it will take the hide action then prepare to take again
Snatch (Costs 1 Action and 1 movement action). The Cadaverdamn Can grab a target on a failed perception check DC 18 and be blinded and paralyzed with its spit. Dragging them back to its Lair.
Description
the Cadaverdamn is a shapeshifter in its shifted state it looks like a man or a mangled corpse but when it locks on to a target it doubles in size going from being around 5'5ish to around 11 feet tall in its true form the Cadaverdamn has a jaw that can open in a 160° degree angle and long thin arms that are deceptively strong and double the same height as the Cadaverdamn having its knuckles touch the ground when resting its pale skin seems rotted though if it started to decay then stopped the next day this leads to its name. its face does not have a nose but instead two slits. it has no lips so its mouth seems to not be there but for a slim line. its eyes glow a yellow like curdled milk. it lives in the dark woods and caves and can mimic a few words of common.
Lair and Lair Actions
A Dark cold corner of the forest or caves in which it lives full not of bones or waste but instead of strange hard shell-like things if broken the contents of bones and other wasted matter fallout or sometimes if a friend has been taken they will be free... if it isn't too late.
Lair Actions
On initiative count 20, the Cadaverdamn takes a lair action to cause one of the following effects; the Cadaverdamn can’t use the same effect two rounds in a row:
- Darkness of home the Cadaverdamn causes 60ft of magic darkness to pull from the center of its lair.
Previous Versions
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11/7/2024 7:43:29 PM
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1
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5
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Coming Soon
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