Gargantuan Humanoid, Chaotic Evil
Armor Class 16
Hit Points 230 (13d20 + 100)
Speed
STR
11 (+0)
DEX
6 (-2)
CON
20 (+5)
INT
20 (+5)
WIS
20 (+5)
CHA
23 (+6)
Saving Throws INT +11, WIS +11
Senses Passive Perception 120
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Swarm Call. If Corrupt Mellifrah takes more than 25 Damage before her next turn and she is in, or near her Lair, She can summon 4 Cr 2 Corrupt Small Hive-lings, or she can summon two Cr 5 Corrupt Hive Guards. This Trait is only in effect when she is in or near her lair.

Corrupt Mind.  Corrupt Mellifrah is immune to any spell or action that directly alters how she would act, I,e Gaus, or any Dominate, or suggestion spell. She also has advantage on wisdom and intelligence saving throws, 

Magic Affinity. When Corrupt Mellifrah casts a spell, she only needs a verbal Component.

Bound in Wax. When Corrupt Mellifrah is in her lair, she is Bound in a hard wax. When this Trait is in effect, She is Restrained, gains 3 additional AC, and Cant use any melee weapon attack. This Trait looses its Effects when her Guardian of the Hive Trait is in effect. This Trait is only in effect when she is in her Lair.

Guardian of the Hive (Mythic Trait). Corrupt Mellifrah will activate Guardian of the hive once 35 of her Summoned Hive members die, or when she gets reduced to 0 hit points. Once Guardian of the hive is Activated She Resets her hit points to 360 hit points, and can now use the Options under the Mythic Actions section as Legendary Actions. In Addition, Her trait Bound in Wax No longer affects her.

  • Spellcasting. Corrupt Mellifrah is a 13-level spell-caster. Her spellcasting ability is Charisma (spell save DC 18, +5 to hit with spell attacks). Corrupt Mellifrah has following Sorcerer spells prepared:
    Cantrips (at will): Starry wisp, Mysterious presence, Druidcraft.
    1st level (5 slots): Earth Tremor, Faerie Fire, Healing Word, Entangle. 
    2nd level (5 slots): Hold Person, Moonbeam, Protection from Poison, Spike Growth
    3rd level (4 slots):  Erupting Earth, Scarlet Dawn
    4th level (4 slots): Conjure minor Elementals, Confusion, 
    5th level (4 slots): Mass cure Wounds, Conjure elementals,
    6th level (3 slots): Bones of the Earth, Primordial Ward,
    7th level (2 slots): Whirlwind,
Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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 Actions

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.

BubbleGod

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