Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d10) piercing damage. When a creature is hit, it must make a DC 16 constitution saving throw. On a failure, the creature will receive a curse. This curse brings out one's true nature. The curse starts with the creature's hand, and will spread whenever the creature does something within great accordance to their alignment.
Depending on a creature's alignment, they will gain different aspects:
Chaotic Evil - Their skin will look withered and black, with red marks resembling cracks.
Lawful Evil - Their skin will become a dark shade of gray.
Neutral Evil - Their skin will appear pale, and their eyes would turn a shiny red.
Chaotic Good - Their skin will look normal, but with some permanent blood marks present in some places.
Lawful Good - Their skin will look fair and young.
Neutral Good - They will have a slightly paler skin tone, and soft eyes.
This doesn't affect Chaotic or Lawful Neutral creatures, nor True Neutral.
Once a creature has fully succumb to the curse, their emotions that reflect their alignment will be amplified.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 13 (4d4 + 2) slashing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
A small creature with rows of tiny teeth. In the same general shape of a wolf, but with morphed features, and feathers rather than fur.
They only have a desire to inflict curses on people.
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