Multiattack. The corruptor makes three attacks: one with it's bite and two with it's claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) [piercing] damage and the target must make a DC 15 saving throw, taking 3(1d6) [poison] damage on a failed save.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 (1d3 + 1) [slashing] damage.
Description
This creature looks like a black-scaled old crone with a pronounced dragon-like snout. Her long limp hair reeks of sulfur and rot.
Blackspawn corruptors are hybrids between wyrmling black dragons and green hags. They are crafty tacticians who guard hidden places for Tiamat. They are the most reclusive of the spawn.
Lair and Lair Actions
Blackspawn Coruptors, like the black dragons they are descended from, naturally putrefy their territory. They live in dank forgotten places - swamps, abandoned wells and flooded sinkholes. They come into conflict with other denizens because of their putrefying aura. The pool that a corruptor dwells in will become poisonous to the point of acidity.
Lair Actions
On initiative count 20 (losing initiative ties), the [blackspawn corruptor] takes a lair action to cause one of the following effects; the [blackspawn corruptor] can’t use the same effect two rounds in a row:
- As a full round action, the corruptor can splash all those within 10 feet of her pool with toxic water. All creatures take 3 (1d6) acid damage and must make a DC 15 Dexterity saving throw being blinded for 1d6 rounds on a failed save. Those immune to poison are immune to this attack.
- Three times per day, the corruptor can implant a suggestion in the mind of a creature within 30 feet. The victim must make a DC 15 Charisma saving throw, on a failed save it feels an urge to leap into the pool. Creatures in the pool suffer 3 (1d6) acid damage each round and are blinded. Each round they must make a DC 20 Constitution saving throw as if they drank the water.
Regional Effects
The region containing a [blackspawn corruptor]’s lair is [enter the effect description], which creates one or more of the following effects:
- Non-magical liquid within 30 feet of a blackspawn corruptor spoils and becomes toxic. Should a creature drink the spoiled liquid, it must make a DC 20 Constitution saving throw or permanently lose 2 Strength.
- An eerie fog spreads through the air.
If the [blackspawn corruptor] dies, these effects fade over the course of 1d6 days.
Previous Versions
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4/1/2025 7:55:09 PM
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