Medium unknown (Elf), Neutral Evil
Armor Class 18 Natural Transparent
Hit Points 84 (8d12 + 32)
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
8 (-1)
WIS
10 (+0)
CHA
16 (+3)
Saving Throws CON +6, WIS +4
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Stunned
Senses Darkvision, Passive Perception 15
Languages Previous known languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Special Trait Clone. The corrupted ones keeps the traits from the character that got corrupted.

Spellcasting. The corrupted ones is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The corrupted ones has following sorcerer spells prepared:
Cantrips (at will): Chill Touch, Thunderclap, Mold Earth, Mind Sliver, Ray of Frost 
1st-level (4 slots): Charm Person, Sleep, Shield, Ray of Sickness

2nd-level (3 slots): Crown of Madness, Invisibility

3rd-level (3 slots): Fireball, Thunderstep

4th-level (3 slots): Confusion, Blight

5th-level (1 slots): Enervation

Actions

Action Melee Attack. Screech Attack: +6 to hit, reach # ft., 1 target. Hit: # (1d6 + 4) piercing damage.

Legendary Action. (1/day) Spellsurge: The corrupted one can spend a Legendary action to blow itself up, releasing a spell from each level 1-3.

Bonus Actions

Spellcontrol: As a bonus action, corrupted ones may cast 1 cantrip (3/day)

Reactions

Deflect Missile: When you are hit with a ranged attack, you can spend one reaction to deflect it. (3 uses)

Legendary Actions

If too antagonized the corrupted ones can selfignite. (This destroys its ring of power)

Legendary Action Spellsurge (Costs 1 Actions). The corrupted one can spend a Legendary action to blow itself up, releasing a spell from each level 1-3.

Description

As the corrupted one loans his powers through his rings, the unknowing or knowing creature turn corrupted. Their body starts to disintegrate while red magic and particles of their now ghostly body slowly leak out from them. They lose their minds and become extremely powerful. 

When corrupted, they gain the spellcasting abilities of a sorcerer. They gain immunities and resistances because of their ghost like form.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/6/2022 6:37:31 PM
5
1
1.1
Coming Soon
9/6/2022 6:52:19 PM
4
1
1.2
Coming Soon
4/14/2024 10:09:55 AM
8
0
1.3
Coming Soon
12/27/2024 10:53:31 PM
7
1
--
Coming Soon
12/27/2024 11:06:59 PM
8
1
--
Coming Soon
MrWilm

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