| Mod | Save | ||
|---|---|---|---|
| STR | 6 | −2 | −2 |
| DEX | 17 | +3 | +8 |
| CON | 14 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +2 |
| WIS | 12 | +1 | +4 |
| CHA | 14 | +2 | +6 |
**Swarm Instinct**: If at least one Carrion Wisp is within 10 feet of another, they gain Pack Tactics and deal an extra 1d6 necrotic damage.
**Plague Vector**: Any creature hit by a Carrion Wisp must succeed on a DC 13 Constitution saving throw or be infected with Wisprot (see below).
**Wisprot (Disease): On a failed save, the target becomes diseased for 24 hours. While diseased, their healing is halved, and they must succeed on a DC 13 Constitution save at the start of each day or gain 1 level of exhaustion.
**Necrotic Claws (Melee Weapon Attack)**: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 3 (1d6) necrotic damage. Targets must succeed on a DC 13 Constitution save or contract Wisprot.
**Rotting Shriek (Recharge 5–6)**: Emits a soul-sickening wail. All creatures within 20 ft. must succeed on a DC 12 Wisdom saving throw or become frightened until the end of their next turn.
**Flickerform**: As a bonus action, the Carrion Wisp can become lightly obscured, giving it advantage on its next Stealth or Dexterity saving throw.
**Wisp Bloom**: When reduced to 0 HP, the Carrion Wisp explodes in a puff of necrotic mist. All adjacent creatures must make a DC 13 Constitution saving throw or take 2d6 necrotic damage and be blinded until the end of their next turn
Description
Unfortunate imps who came into contact with the corrupting energies of the Dread Rings. Their infernal nature being unable to protect them, they now are an infernal carrier of entropy.
Comments