Corpse stench. The air is putrid around you. Creatures within 30ft of you have disadvantage on attack rolls, unless they succeed on the DC 14 CON saving throw
False Appearance. unless you have been seen moving, you are indistinguishable from a pile of corpses
Dead hands. You have advantage on attack rolls against any target you have grappled. In addition, when grappling a target, any damage you take from an attack is split 50/50 with your victim.
Regeneration. Unless the damage was taken from your head, You regain hit points at the start of your turn equal to your maximum hit points / 10. This regeneration stops for 1 turn if you are hit by a specific damage type (fire/acid/lightning/etc) or you are reduced to 0 hit points.
Join the horde. Any character that is being grappled or restrained by the Corpsipede takes 1d6 + 1 necrotic damage every turn. If they are brought below half HP by this damage, they need to make an additional DC 18 CON saving throw in order to stay consious. Any creature that dies while being grappled fuses with the corpsipede.
Multiattack. The Corpsipede makes two unarmed strikes, then a bite.
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 9 (3d6) [piercing] damage, 3 (1d6) [necrotic] damage
Action Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 3 (1d8 - 1) [damage type] damage.
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 5 (1d10) [Bludgeoning] damage. Target will succeed in a DC 14 STR saving throw or be grappled and restrained by the Corpsipede.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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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