Dark Weapon Parasite. The cursed sword is fused with the host and cannot be disarmed.
Aura of Despair. Creatures of the host's choice that start their turn within 10 feet must make a DC 17 Wisdom saving throw or be frightened.
Nighmarish Existence. Whenever a creature within 60 feet of the host is frightened or takes psychic damage, the host regains 10 hit points.
Haunted. While haunted, the target sees visions of failure and doom. They take 1d6 psychic damage at the tart of their turns and subtract the rolled amount from their attack rolls and saving throws untill their next turn. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
Multiattack. The host makes three attacks with Sorrowfang, the cursed greatsword.
Sorrowfang. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (2d8 + 6) slashing damage plus 7 (2d6) necrotic damage. When hit by this for the third time before their turn, the target must succeed on a DC 17 Intelligence saving throw or be haunted for 1 minute
Dark Implosion (Recharges when killing a humanoid). The host releases a blast of cursed energy in a 15-foot radius. Each creature in that area must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a success. Creatures that fail are also pushed 10 feet and knocked prone.
True Fear(Recharge 5–6). The host targets a frightened Creature within 5 feet. The target has to succeed on a DC 17 Constitution Saving Throw or be Paralysed untill they take Damage or until the strat of their next turn.
Unfazed Slaughter. When targeted by spell of 2nd Level or lower the Host can expand a reaction to have advantae on the saving throw.
The Corrupted Host can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn.
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Lunge. The host moves up to its speed without provoking opportunity attacks.
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Echoed Slash. The host repeats makes one Sorrowfang attack against a target within reach.
Mythic Action Name. Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Once a noble warrior, the host now moves like a puppet—jerking, twitching, and dragging the sword like an extension of a buried will. The blade weeps black ichor and hums with whispers only the wielder can hear. Their face is partially armored in bone and steel, eyes glowing dimly with hatred and regret.
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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